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That said, some modeling in Surfaces can be fiddly and complex. As ever it's horses
for courses and it is a great modeling technology - when used appropriately.
Curves
Surfaces
Surfaces are made of bezier patches. They also have attributes to help in
manipulation and surface quality such as surface points, isoparms and trim edges. A
limitation with NURBS patches is that they are four sided only (unlike polygons
which can have any number of sides).
As ever with Maya pay attention to your selection masks so you know which elements
you're selecting:
The three icons on the left above on the Status Line control which general selection
mask you're using (Hierarchy, Object, or Component) and the other icons select
various sub categories of these masks. Settings here dictate whether you're selecting
CVs, isoparms, hulls, surface points, surfaces or whatever.
You can start your SURFACES modeling by creating a primitive or you can start by
creating a 2D curve or curves. There are several types of NURB primitive available in
the Create Menu. Most of these are SURFACES surfaces but some are curves. To see
an example take a look at a SURFACES cube. In the Outliner notice that unlike a
Polygon Cube you find that a SURFACES cube is composed of a collection of
‘patches’, six in total, all separately transformable. Under the input section of the
Channel Box – you find the section ‘makeNurbCube1’ and you can change the
dimensions of each 'patch'. You can make a copy of one or more surface patches and
use the copy as an independent object, or duplicate a model of half a face to make a
complete one. Here is an example of a model constructed using SURFACES patching
methods. Tessellation means that you create a set of polygons from SURFACES
geometry. SURFACES patches are eventually tesselated during rendering (just as
polygons) to approximate the true shape of the surface. The quality of a SURFACES
surface depends partly on how finely tessellated it is.
If you need to create your own SURFACES from scratch then you normally start with
either the CV Curve Tool or the EP Curve Tool. The former enables you to specify
control vertices with Control Vertices (CV) and the latter edit points (EP).
These Curves, Surfaces and Surfaces menus give a good overall indication of the
kinds of functionality common to Surfaces modeling. For a quick indication of what
they accomplish hold the cursor briefly over each function (in Maya) and read the
help line that appears simultaneously at the bottom left hand corner of the screen.
Bevel Plus: Surfaces > Bevel Plus is a more sophisticated version of the bevel tool.
There are various ways to manipulate surfaces once they are built and most of these
are found in the Surfaces Menu. You can trim surfaces (e.g. in the shape of a letter)
by retaining specified regions of the surface and discarding others. You can attach
surfaces, fillet surfaces (attach by creating connecting geometry), stitch surfaces
together and so on. But you can’t delete Surace Patches! (See this forum discussion)
It's here that many of the fiddly aspects of Surfaces modeling come into play as you
try to join disparate shapes for a smooth or seamless finish. Several surfaces might be
created separately and then need to be stitched or joined together seamlessly to
create the finished model. Typically you might be attaching a Surfaces modeled ear to
a Surfaces modeled head. Then you might use similar techniques to insert the eyes.
Workshop part 1
Become a virtual milliner. Create a selection of hats and caps (as demonstrated in
class) using Surfaces techniques. Surfaces are ideal for this soft-edged floppy kind of
modeling (even if its a hard-edged hat).
Using Curve profiles and Surfaces> Revolve, create cups, or even a kettle.