Introduction
The NURMS (Non-Rational Mesh Smooth) or Subdivision Surface technique
uses low-polygonal mesh to control the shape of the smooth surface.
This tutorial
demonstrates my favorite techniques for symmetric NURMS modeling and
3D sketching, enough to build the model, similar to what you see in
the first pictures. I realize that the model you see at the pictures
is not suited for very advanced animation, which could require different
topology and more refinement.
Tutorial
First, find any suitable reference for your model. Setting up the
pictures as a view-port background is a common technique, but I prefer
drawing a sketch in 3D.
This is how your scene will look at some stage.
Thin gray
or dark blue lines show the initial 3D sketch.
The red
lines you see over the surface are a kind of low-polygonal model,
which serves as NURMS control mesh. It is slightly different from
typical low-poly in that it is not suited for visualization itself.
It only can be used as a rough model representation.
NURMS behaves
much like NURBS power 3 with the difference that NURMS can be of arbitrary
topology with no UV -- quadratic restriction.

Note that control mesh vertices lie somewhat outside the actual surface,
if the surface is convex, and inside the surface if the surface is
concave.
This surface
behavior is different form 3DSMAX Bezier Patch surfaces, in which
the surface must cross each vertex.
Please see
Additional information about the subdivision algorithm
below.

3D sketching
Draw profile and front view curves first.
These two
curves can stay 2D.
Draw as
many curves in 3D as you need.
Choosing
the correct curves is the main thing at this time.
Created
curves should give you a sense of volume in perspective or user view-ports,
not only correct shapes in front and side view-ports.
Align curves,
so the curves that should intersect lie as close to each other as
possible at the intersection point.
Use the
mirror modifier or the mirror tool to create symmetrical curves.
If you use
the mirror tool, do not forget to turn the instance option
on, so the symmetric object will stay symmetric after modifying the
original object.
I recommend
doing all the modeling around the center of the world coordinate system.
Allow yourself
as much time as you can at this stage and create a perfect shape.
This will
save you a lot of time creating actual geometry.


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Copyright
2001 by George Polevoy