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Maya 2018 Essential Training

Understanding NURBS components

From the course: Maya 2018 Essential Training

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  • Course details

    Learn to create high-quality 3D models and animations in Maya 2018. This course covers the core Maya skills—modeling, texturing, rendering, and animation—within a real-world, project-based workflow. The techniques you'll learn here translate equally well to film, motion graphics, game design, and animation.

    First explore the basics of the Maya interface, including selecting and manipulating objects, organizing scenes, and customizing the interface. Next, learn about polygonal modeling, creating and refining meshes, sculpting, and working with NURBS surfaces. Once you understand modeling, discover how to create and apply materials—adding color, texture, and reflectivity to your creations. Then integrate cameras, lighting, and effects into the rendering process, and leverage the new Arnold for Maya renderer. Last but not least, instructor George Maestri show how to add movement and life to your work with Maya's animation tools.

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    • Exercise files and quizzes
    • Certificate of completion from LinkedIn
    • Offline and audio-only options
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  • Welcome

    - [Instructor] There are two basic types of modeling in Maya. Now we've talked about polygonal surfaces, but we also have what are called NURBS surfaces. Now a NURBS surface is basically a non-uniform rational B-spline surface. And to put it simply, it's basically a surface made up of curves, so curves themselves or curved patches. So if we take a look at some of these NURBS surfaces here, you can see that instead of straight lines attaching the detail, the detail in a NURBS surface is curved. So we have curved lines and curved patches. Now a NURBS surface has different components than a polygonal surface. A polygonal surface would have vertices, edges, and faces, but if we right-click above a NURBS surface, you'll see that we have a bunch of different ones. Probably the most important one is the control vertex. Now that is very similar to the vertex in polygonal modeling, but typically the control vertices are off of the surface itself. They're either on the outside or the inside. So…

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