The NURMS (Non-Rational Mesh Smooth) or Subdivision Surface technique
uses low-polygonal mesh to control the shape of the smooth surface.
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.
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.
or dark blue lines show the initial 3D sketch.
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.
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
behavior is different form 3DSMAX Bezier Patch surfaces, in which
the surface must cross each vertex.
Additional information about the subdivision algorithm
Draw profile and front view curves first.
curves can stay 2D.
many curves in 3D as you need.
the correct curves is the main thing at this time.
curves should give you a sense of volume in perspective or user view-ports,
not only correct shapes in front and side view-ports.
so the curves that should intersect lie as close to each other as
possible at the intersection point.
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
doing all the modeling around the center of the world coordinate system.
as much time as you can at this stage and create a perfect shape.
save you a lot of time creating actual geometry.
to Page Two
2001 by George Polevoy