
Character Tutorial
Part 1 – Character Modeling using
Nurbs Primitives and Sub-Divisions Surfaces Or How to Make a Chicken From
Scratch
by Kris Kapp
Cont'd from previous
page...
Step 2: Creating the comb
Make a layer for the skull. Assign the
skull and make the layer non-visible. Make the right side image plane
visible and create a nurbs sphere. Manipulate the sphere by adding spans
(or isoparms) untill you get the shape you want. Detach at the end and
along the middle. Remember we are going to work on one side then mirror
it.

"manipulating a nurbs sphere primitive"
Copy this sphere for the other parts of the
comb. I used lattices on them to get the shapes I was after. In all, I
ended up with four pieces: the three rounded top parts and a base part
that I made from detaching both ends off of a sphere. I guess I could have
just used a cylinder, as the end result is the same.

"four parts of the comb, all starting from spheres"
Make a loft from the ends of the front and
back combs pieces. Then manipulate the CVs to make the middle piece
tangent to the others. Just remember that for a CV to be tangent it has to
be in a direct line with two other CV’s. I find it easier to do this by
looking in the front, top, and side views. I try to just eyeball and get
it as close as I can. Do this for all four the pieces edged. You can
always use global stitch if you need to get the edges’ tangent. After
assigning the pieces to their own layer leave the comb alone at this point
and start working on the beak.

"Tangency by hand"
<<<<Back
to previous page Continued>>>> |