- Building and detailing a space helmet
- Making a flexible duct
- Building details on round pipes
- Modeling organic objects
- Using the SrfSeam command to move seams out of your way
Skill Level Intermediate
- [Instructor] In this lesson, we continue with organic modeling. We now use more advanced techniques for working with our control points. In fact, some of these features are rarely used by many modelers, probably because they are somewhat hidden. You'll notice the penguin is on his own separate layer, and this series of curves here, we're going to give him a very sexy haircut, is on a separate layer. That just makes things a lot easier, and is a good way to model. So I can draw a selection box around the curves. We're going to go straight to Surface From Curve Network.
And I want to point your attention to some of these options in here. A lot of times people will just accept the defaults and end up with complicated geometry. So then they will go to edit, rebuild, which you've seen me do before, and that will simplify. However, we can go ahead and simplify it right here and have a lot of opportunities to see how it looks before we accept the final command. All I'm going to do is just lower the tolerance or accuracy of these two settings. And you can just click away here to get it to kind of refresh.
So I've made it much simpler. It is technically not as accurate, but with organic stuff I don't really care. No one's going to measure this. It's just got to be simple and look cool. Alright, so go ahead and accept that. And this will be the surface we'll be editing today. I'm going to go ahead and select the new sexy hairdo. Select on it and we can turn the control points on with this button here. Points on, or shortcut is F10 for PC. A few things to know about control points. All of these points have a weight, or a value that indicates strength.
If you've never modified those, they're all default equals one, but you can move them up or down, which we're going to be doing here in a second. Also, you might have noticed we have two directions on all surfaces, so when we get into point and surface editing those are called the U and V directions. That's a little bit different than X and Y which are always straight, U and V are curved. The final thing that you need to be aware of is the normal. That's just going to be going up and away. Now with the curving surface, that's really important that it be perpendicular.
We don't want to go up and away just in Z because that could turn something inside out. So I'll show you what I mean here. We're going to pick just a couple of control points. You can just select one and then hit shift. Add a few more as we go down here. Now in a prior video, we moved those around with the gumball. Let's turn that on. It defaults to the XYZ coordinates system of the file, so we're going to access this menu ball here. That's the little white tail, kind of hidden underneath.
We're going to click on that, and we're going to align to the object, and you'll notice that it flips around and points exactly away from the object, indicating the normal, which is good. I'm going to go ahead and move it and we'll see the limitation here. So I've got a whole series of control points. I've moved them up, but they're all going up in the exact same up direction, so I'd like to have them go up relative to their specific point. Control+Z to undo that. We're going to talk about brand new command which will move it up exactly the way I'm talking, perpendicular from each specific point.
That command is called Move UVN. It's located under a couple different places. We can find it on the transform menu here. That Move UV Normal is right there. However, we're going to play with a couple other related commands. I'm going to go over to the point icon and hit the little triangle, so hopefully I can get this to dock out. It's a little bit tricky so you want to click and let go of the triangle and then come up here and grab the title bar. We'll just leave this guy afloat.
Here is our Move UVN command, and a couple other things we'll be doing. So I'm just going to leave that part right there. Looks like my control points got deselected. No problem. Just going to go shift and add these guys back. I don't want the gumball right now. It's kind of in my way. So I'm just going to turn it back off here down at the bottom. And we'll pick a few more of these points. Okay, now we're going to launch the Move UVN command, and you're going to love it. So we just launch it right here.
We get this new dialogue. I'm just going to type in the default value of one. Now we don't want to move things U and V. We're going to leave them where they are. Get this over so you can see it. We just want to have the normal expand upwards. So we click the right arrow and if you watch carefully you can see each one's going straight up from where it is. Very cool. You can change the number here. It all depends on your units. So this is a little bit misleading. It says scale, but it actually should say file units.
It's moving up one, which I believe is millimeters. And that's a really cool way to get some detail on there. We can also go back the other way and it'll end up in the exact same spot. We can also come over here and maybe add a couple more points. So notice how they're discontinuous. There's a gap here of a couple points I'm not moving. And we can just click, click, click and get those guys to go up. A really cool little feature I like to do is fading things. That's kind of an abrupt change, right? So I'm going to hit control and deselect the two ends and then click the rest of the guys going up a little bit.
Maybe a little bit more and then deselect those guys here and then notice how I'm moving inwards and deselecting, so that there's stronger motion or movement in the center. So I can move that a couple more. There you go. So that's a really cool way to have features pop out and then fade back in so kind of deselect them in a sequence. Okay, let's go ahead and close the dialogue for Move UVN. You can just shut it down when you're done manipulating things. I'm going to talk about another related topic here, which is the control point weight.
So we'll just pick another row of these guys coming down. So that's a fair amount right there. Looks like I got about five or six. So the weight, as I mentioned earlier, everything defaults to one or you could say 100%. Let's look at the weight, which is right here on this icon, edit the control point weight. You see the grid kind of light up, and if we go to more strength you'll notice that it's attracting some of those isocurves on either side, pulling the geometry in.
Now we haven't moved them up or down, so not much has changed, but, as you might have guessed, this is a great way to add crease type details. So you can also go less than one, which pushes things away and they have less of a reaction. I'll just max it out at 10, hit OK. It still really hasn't moved much. It does look a little bit tighter. But let's go back to Move UVN. I'm going to click on that icon we just used, and I'm going to pull that in. So now we have kind of a nice, tight seam, or a groove.
And we can still use that same idea. Deselect the ends, and keep popping that guy in. So I go ahead and finish editing and close it. You're going to see we have a great way to add details, whether either sharp or smooth, and they can go in or out. A lot of cool new ways to edit your control points. Final thing I'm going to show you, instead of selecting one at a time, there are other ways to select. We do have to pick one first.
Now the command here is buried in a couple different areas. For example, we can to the select menu, and then over here under points, we can go look at all the ways we can select Us and Vs and both, next one over, next one down, et cetera. It's a lot of options and they're kind of buried. Alright, let's pick a continuous loop or row around this shape. I'm going to start off by picking one control point. And in the command line, I'm just going to type SelU.
That will pick a little ring row going all the way around. Now I knew it ahead of time that was the U direction. You'll sometimes get it going the opposite way, so if it doesn't work just type in SelV or use the command from where I showed you. Now, revisit one more time our MoveUVN so that we can kind of inflate that geometry. Let me move this out of the way. Zoom out. So now we're kind of expanding and those are moving out perpendicular from wherever they used to be.
So you can go a little bit more. Also, if you want to do the same idea as the deselect, hit down the control and you want it to go out more sideways. So now that's what's happening. Alright, let's go ahead and turn off these control points. We can just right click on this icon or F11. I'm going to zoom out. We're going to go ahead and study what we just did. Select the object. My favorite trick here, you've seen me do it many times. Turn off the isocurves. So you can kind of appreciate some of the detail we got in there with the little groove and the little fluffy bumps there and the inflation down below.
So however you build your form, think of it as just the first step of many more needed to help it look more real or detailed. Also, be sure to check out some of the other related commands in that point edit flyout.
Q: Why can't I earn a Certificate of Completion for this course?
A: We publish a new tutorial or tutorials for this course on a regular basis. We are unable to offer a Certificate of Completion because it is an ever-evolving course that is not designed to be completed. Check back often for new movies.