GNOMON.MAYA.TRAINING.DVD-NURBS.MODELING.I.DVDR-W3D (3.98 GB)
GNOMON.MAYA.TRAINING.DVD-NURBS.MODELING.II.DVDR-W3D (3.98 GB)
GNOMON.MAYA.TRAINING.DVD-NURBS.MODELING.III.DVDR-W3D (4.19 GB)
NURBS MODELING, I : Intro to Curves and Surfaces
Maya’s set of NURBS modeling tools can be used to effectively sculpt an infinite variety of organic and hard-shelled objects. NURBS are spline based surfaces which have been the standard for virtually all high-end modeling work due to their implicit UV texture space, resolution independence and intuitive curve-derivation. This lecture focuses on themastery of fundamental techniques for curve and surface creation as a crucial step towards the ability to model any design. By demonstrating the construction of a house, several NURBS tools are discussed, explained and applied.
Tools Covered:
– Extrude
– Revolve
– Planar
– Duplicate
– Duplicate with Transforms
– Pivot Points
– Extend Surface
– Loft
– Attach / Detach Curve
– Polygon Extrude Face
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NURBS MODELING, II : Form Development
Continuing from knowledge gained in Modeling, 1, two projects are used to demonstrate NURBS modeling of intermediate level complexity. Techniques for fast-form development are explained through the use of many related curve and surface tools. It is through the understanding of how each tool uniquely fits into a modeling workflow that efficient techniques emerge.The initial difficulty most users face is that there are always many ways to approach any modeling task, yet choosing the quickest path can be elusive. Speed, however, is an important trait of any production artist, as your production value (salary) is based on your productivity.
Tools Covered:
– Detach/Attach Surface
– Insert Isoparm
– Insert Knot
– Duplicate
– Duplicate Surface Curve
– Boundary
– Loft
– Revolve
– Project Curve on Surface
– CV / Hull Manipulation
– Extrude
– Trim
– Bend Deformer
– Animation Snapshot
– Animation Sweep
– Circular Fillet
– Intersect Surface
– Open/Close Curve
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NURBS MODELING, III : GTP Race Car
This lecture focuses on the intermediate/advanced modeling of a GTP racecar. The car is known for its low profile and canopied top. Through a series of steps, the basic shell of the body is transformed into a multitude of characteristic details. Each detail explores a variety of modeling tools and techniques. The end result is a compound-NURBS object consisting of many individual surfaces which maintain positional and tangential continuity.
Tools Covered:
– Square Surface
– Project Tangent
– Birails
– Circular Fillet
– Freeform Fillet
– Trim
– Bevel
– Extrude
– Loft
– Project Curve on Surface
– Duplicate Surface Curve
– Duplicate With Transform
– Offset Surface / Curve
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