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# 4 03-01-2005 , 04:51 AM
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Join Date: Oct 2004
Posts: 12
Nurbs have seprate parts, the same as polys.

In polys you have 3 different parts.

Vertex (Dots)
Edges (Lines)
Faces (flat)

In nurbs you have the same thing but they are different names and work differently.

There's 2 parts to control nurbs objects.

You have nurbs curves and nurbs surfaces.

These belong to a nurbs curve.

Edit points (Dots/Vertex)

they are an X along a line and they join spans the line together you can move these edit points to change the curve, you can insert more Edit points by using the insert knot tool.

Control Vertices [CVs]

These control the weight of the curve, they control how much of a curve you can have, say if you wanted a sweeping curve you can use the CVs to change the degree of the curve. this will also change the other side of the curve as well, so it flows correctly along the whole curve.

Curve Points

These allow you to select a point along the curve you want to either snip a curve in half or to insert an edit point.

Hulls

Hulls are the straight lines that connect the CVs together.

Nurbs surfaces

Have some things the same as Nurbs curves

They have 3 extra things in them.

Isoparms (Edges)

These are the same as a nurbs curve but you can't dircetly control them, they show you the size of a nurbs patch.

Surface Points

Same as a Cruve Point

Surface Patch.

The square inside isoparms.


You'll probably find that Stiching and welding are the exact same thing, You select CVs or Isoparms and then weld those together.

You have to be careful though as you can have problems with Nurbs when you start branching things off like arms from a body.

If you watch the tute videos here you find they start off in nurbs to quickly get to the rough shape then they might swap to the sub-divs to better define the shape then swap to polys to fix up any slight detail problems or to fix up polys that arn't right, so you end up using a little bit of everything.

take a good look at the cartoon dog tute videos as they will show you how to use nurbs to make a poly dog model.