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Using NURBS Revolve

From: Maya 2011 Essential Training

Video: Using NURBS Revolve

Now, let's go ahead and start making some NURBS surfaces out of curves. Probably, the easiest surface to make is called a Revolve. It's also known as a lathe in some of the packages, and you may already be familiar with it. But let me just go ahead and start from scratch. First thing we need is a curve. Let's go ahead into our Front Viewport here, and let's just do a classic Revolve problem, which is a wine glass. I'm actually going to go ahead and create a curve.

Using NURBS Revolve

Now, let's go ahead and start making some NURBS surfaces out of curves. Probably, the easiest surface to make is called a Revolve. It's also known as a lathe in some of the packages, and you may already be familiar with it. But let me just go ahead and start from scratch. First thing we need is a curve. Let's go ahead into our Front Viewport here, and let's just do a classic Revolve problem, which is a wine glass. I'm actually going to go ahead and create a curve.

So let's go ahead and select our Bezier Curve tool. Now before I actually create this curve, I'm going to turn on Grid Snapping here. What this does is it allows me to snap to each one of these grid points, so that way I know things are going to be exactly straight. So I'm going to go to my origin and click there. Then go out just a little bit here, so maybe right around here, and again, click here, and I'm not clicking and dragging, because what I want is a straight line, in this case.

Then I'm going to click up here and actually drag. Then drag again, move up a little bit, drag. I'm also snapping these handles. I may have to refine these a little bit. So let's go ahead and do this, do this, and then I want to make sure that the center is exactly centered. So I want to snap there. Now I'm going to turn off snap and maybe go ahead and do some refining here, going to hit Enter, and then go back in the Control Vertex, and just do a little bit of refining here, and just change my curves just a little bit here.

So, now I've kind of got the shape of a wine glass. This is close enough. I can probably spend a lot more time refining this. Actually, I'm going to go ahead and bring this up just a little bit. I want that to be kind of flat. There we go, okay. So, now I've got this curve, and this curve is kind of in the shape of a wine glass. So, in order to actually make this into a wine glass, I need to revolve it around an axis. In order to do that, I need to create a surface.

So we have a Surfaces menu here, and this is all the different types of surfaces that we can create. In this case, I'm going to create a Revolve. So let's go ahead and just click Revolve, and shade that, and you can see that I've kind of made this chalice. Now, this works great, because I've actually snapped everything to the center, so this kind of came out perfectly. But there are times when you may not have such great results, so I'm going to actually select this surface, and delete it.

Then go ahead and reselect my curve. Let me show you some hints for actually making this work well. Now, what happens is is it will revolve around the pivot point of that curve. So, in this case, the pivot point was at 00, which is the default pivot point for any curve that you draw. So, when it revolved, it revolved around this vertical axis, and that was great. But if I hit the Insert key and move that, it's going to revolve around another axis.

So let's say I moved it out this way here, and I did another revolve. What's going to happen is that pivot point, because it's out here, is going to create a slightly different result. So if I go and I find that curve and I select it, you'll see that that pivot point represents the center of that Revolve. So, before I do the Revolve, I need to make sure that that pivot is in the right place. So again, I'm going to go ahead and select that surface and delete it and reposition this pivot, so that it's in the right place.

In fact, I can use Snapping here to snap it exactly to 0. The other thing you can do with Revolve is you don't have to revolve around any particular axis. So, for example, here, I'm revolving around the vertical axis. In fact, when I do revolve, if I bring up the tools here, you'll see that it actually determines what axis preset it's going to revolve around, and typically, it's going to default to Y. But you don't have to default to Y. You can default to really anything.

So, if I want it to revolve around X, I could do that, and I get a completely different result. Now, another thing you can do is you can actually change the way the Revolve works. So, if I go into the inputs of this object here, I can also do stuff like change the number of sections, so how detailed is that Revolve? I can also change the axis at anytime. So if I didn't want it to be on the X axis and make it on the Y axis, I can just change that as well. Great! Okay, so let's go ahead and do a practical application of this.

I'm going to go ahead and open up a scene, and I'm going to open Scooter_02, which is our scooter in progress. I've very cleverly added in another curve here. What this curve is is it's going to be our hubcap, or a rim for our tire. Let's go ahead and hit W. I want to make sure that the pivot point of that is exactly on the edge of the curve.

Now, I can do that by what's called Snap to points. So if I hit Snap to points, make sure I turn off grids, it should snap right to the end of that. If not, go ahead and just position that as closely as you can. Now once we have this, all I have to do is determine which axis I want to revolve around. Now remember, the axes are RGB, XYZ. So this is Red.

I need to revolve around X. So, I'm going to go ahead to Surfaces > Revolve, and then go ahead and pull up my Tool options, make sure this is set to X, and go Revolve. There we go, got a magic hubcap here. So now I can select my hubcap, and notice how when I do that Revolve, that pivot point actually goes to the origin. Whenever I create a surface like this, it's always going to create the pivot point at the origin. So if I want, I could just do Modify > Center Pivot, and that puts the pivot right at the center of that hubcap, and just move it into place. There we go! Pretty good! So, maybe move it up a little bit, and in. There we go.

Okay, so now if I wanted to make the opposite hubcap, all I have to do is duplicate and scale it. So I'm going to go ahead and hit Ctrl+D to duplicate that, but I want to scale it in the opposite direction. Now remember, we're going to scale it in the X direction, so I'm just going to type -1 to scale that in the opposite direction, and bingo! There we go! So, now if I want to, I can select both of these, duplicate them, and make my other hubcap.

There we go! We've got some nice hubcaps here for our scooter. Now, I'm going to go ahead and save this out. Just remember that when you use Revolve, you've got to make sure that that pivot is in the right place. That's really the key for making Revolve work.

Show transcript

This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26063 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

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