Join George Maestri for an in-depth discussion in this video Modeling a submarine: the body, part of Maya Essentials 3: NURBS Modeling Techniques.
Now let's go ahead and use our knowledge of primitives to actually shape and create a NURBS object. Now we're going to, throughout the course, be building this submarine. Now I already have a reference image in place. This is very similar to what we did for polygonal models. You can see we have a NURBS plane with an image mapped on it. Now if you're not seeing it, make sure that you have Smooth Shade turned on, Hardware Texture turned on, and make sure your project is set to the NURBS Primitives folder.
So once you do that, you'll see that we have a layer here called Reference, which has our reference plane. So let's go ahead and make sure we set that to R so we don't accidentally select that. Now let's take a look at this image that we're trying to duplicate. We're going to start by duplicating this basic shape of the main hull of the submarine. And as you can see, this part here is pretty much a sphere, and then that's just stretched out to the back there.
So let's go ahead and start by creating a sphere. So I am going to go ahead and hop out to my four view here, and let's go ahead and create a sphere in the front view. So if I want, I can go and Create > NURBS Primitives > Sphere, and I'm going to go ahead and just drag this on the grid here. Then let's go into the perspective window. Now one thing I do want to know is where is the seam of this? This is going to be important later.
The seam is really where these two NURBS patches meet. And we can actually get to this by going into our inputs. We have makeNurbSphere here. And let's just go ahead and just take our Start Sweep and you can see that my scene is right here. Actually, for this bottle, I'd like it along the bottom, and the reason I want that is because I'm actually going to be creating things along the top and the sides and I don't want the seam to interact in that.
So it's best to have the seam run the along bottom where there's nothing else to interfere. So I am going to go ahead and rotate this around Z--In other words, -90 degrees in Z--and that places that seam right along the bottom. Now let's go ahead and jump out to my side view. So I am going to hit my spacebar, jump into my side view. And in order to see this we need to smooth shade it and turn on Hardware Texturing, and it's probably a good idea to X-Ray, so I am going to turn on X- Ray here so we can see this.
So I am going to go ahead and move this sphere into place and you can see it's a little bit too big. Now if I want, I can scale it or probably easier way is just to dial down the radius of this. I'm finding that the Radius of 2.5 seems to be just about the right size, so I am going to go ahead and move that into place with the Radius of 2.5. And then, as you can see, there's probably not a lot of for and aft detail here. So if I want to create this shape, I'm probably going to need a little bit more detail.
So I am going to go ahead and up my Spans to 6 instead of 4. Now that might not give me enough detail, but I could always add a little bit more later. And let's go ahead and just start reshaping this. So we can do it by moving either our control vertices or our hulls. So let's go ahead and select Control Vertices. I am right-clicking over the model, and then I am just going to go ahead and box-select these control vertices. And as you can see, I can start modeling.
I pull this back, hit by Scale, and I can scale it down. If I want, I can scale it out a little bit to get the shape of this and if I want, I can scale this a little bit more. So again, I'm just trying to match the end shape here. I am trying to get the beginning and the end, and then I can work on the middle and start adding or subtracting detail there. Just by doing this, we've got some very simple shapes here, but we also need to make sure that we have enough detail on the inside to model the rest of sub and we can do that in the next lesson.
So I'm going to go head back in the Object mode and let's just go ahead and leave this like this, and we'll pick it up in the next lesson.
- Creating NURBS primitives
- Manipulating NURBS surfaces and curves
- Detaching NURBS surfaces
- Creating Bezier curves, arcs, and text
- Opening and closing NURBS curves
- Duplicating curves
- Working with the Resolve, Loft, Extrude, and Planar commands
- Creating curves on a surface
- Trimming surfaces
- Working with NURBS Booleans