Basic Modeling
modeling tools: Spline curve, revolved surface, lofted surfaces, Planar Srufaces, and attaching curves and nurbs.
My name is Larry Neuberger
and I am a professor at Alfred State College in Alfred NY. I created these
handouts to use in my classes and most of my students found them to be helpful.
I now decided to submit them to be published on the web hoping they can help
others as well.
This handout will go over some
advanced modeling tools. It will show you ways to build more complex models
without using primitive shapes.
Spline Curve Tool:
The spline curve tool is used to
create an outline of the shape you wish to create. After you have created the
curve or curves, you have the option of various tools to use to create the
geometry. I will briefly demonstrate a few of these tools in association with
the spline curve tool. To create a spline curve you would want to use the CV curve tool (Fig
1.).

Fig 1.
After selecting the CV
curve tool, you just go to one of the windows (it is best not to use the
perspective window for this) and click to create dots that will form your
curve. Once your curve is complete, press enter on the keyboard to finalize it
(Fig 2 – 3.).

Fig 2. Fig 3.
After
you have created your curve, or curves, you are ready to use one of a few tools
to create your surface.
Revolve tool:
To show you the use of the rotate tool, we will create a simple vase. First, use the CV curve tool to create a line showing the profile of a vase (Fig 1.).

Fig 1.
Then if you want to adjust your curve, change to the component type mode and move the CV’s until it is the way you would like (Fig 2 – 3.).

Fig 2. Fig 3.
Once you have your curve sculpted, you are ready to
create the surface. Simply click on the curve so it is highlighted, then go to surfaces
>
revolve . (Fig 4.)

Fig 4.
This will open the option box for the revolve tool. In there you have a handful of options to play with. The main one we are concerned with is the axis. For my model, Z is the up axis and that is what I want to revolve this curve around. (NOTE: The curve will revolve around the center point, so make sure it is where you want it to be.) I select Z for the axis, click revolve, and see my results (Fig 5 – 6.).

Fig 5. Fig 6.
So now we have our vase, ready to texture and light.
Now say you wanted an oblong shape for this vase. When using the revolve tool, everything depends on where the center point is. If I take the curve, move it off to one side (Fig 7.), then move my center point (Fig 8.) and revolve it (Fig 9.), I will get an oblong shape (Fig -10.).

Fig 7. Fig 8.

Fig 9. Fig 10.
Now the vase is fatter and wider. So this is a quick example of how you can use the revolve tool to create surfaces. Also, once your surface is created, you can still select it, change to component mode, and sculpt it more by editing the CV’s. Remember, whenever you create a surface, it is a good idea to delete the history so it does not get too bulky. To delete the history, just select your object/s and go to edit > delete by type > history.
Attach Curve, Lofted Surfaces, Planar
Surfaces, Attach Nurbs, and Rebuild Surfaces:
The loft and plane are two tools you can use to create somewhat simple shapes. The attach tools come in helpful when you are creating a complex shape to loft. To demonstrate these tools, I am going to model a TV.
First, create a curve for the shape of the TV. I created four curves for the top and sides, then four curves connecting all of them for the corners. I used grid snapping to keep the top and sides straight, and curve snapping to make sure the corners connected properly (Fig 1.).

Fig 1.
Once
the shape was created, I attached all the curves to make one curve. When
attaching curves you have two options; connect, or blend. Blend will make a
smooth blend connection, whereas connect, simply connects them. For this I chose
connect. To do this, select the first two curves you want to attach. Then go to
edit curves > attach curves
. Then make sure connect is selected, and uncheck keep originals. Then
click attach (Fig 2.). Then, simply shift click on another curve and choose
edit curves > attach. Keep doing this until all the curves are connected and
are one curve. (Fig 3.)

Fig 2. Fig 3.
Now that all the curves are connected, duplicate, and move the curve to create the shape of the TV (Fig 4.)

Fig 4.
Notice how some parts are spaced out more than others and how the part where the screen would go has much more curves that the rest. This is needed because of the amount of detail in the one particular area.
Next we will loft the TV section by section. Select the first two curves, then choose surfaces > loft (Fig 5.). Then choose the next to curves and repeat. Keep repeating these steps until the TV’s casing is a surface and the front and back are open (Fig 6.).

Fig 5. Fig 6.
Now
we have the TV casing, but it is all in separate pieces. What we need to do is
attach all the pieces. So click on the first two surfaces and choose edit
nurbs > attach surfaces .
Then make sure connect is on and keep originals off. Then attach the two surfaces (Fig 7.). Then repeat the same for the rest of the surfaces so it is now one surface Fig 8.).

Fig 7. Fig 8.
Now we want to finish of the shape of the TV. Basically we need to add the back panel and a screen. To do this we will use the planar tool. The planar tool creates a surface from a closed curve (I.E. you can plane a square created from 4 curves to create a flast square surface.).
Select the back curve of the TV, then select surfaces > planar (Fig 9.). Then do the same for the front (Fig 10.)

Fig 9. Fig 10.
One last thing we need to do to finish the TV. We need to fix the screen. Right now it is totally flat. Most TV screens have a curve to it. Simply select the screen, go to component mode and pull some center CV’s out. (Fig 11 – 12.)

Fig 11. Fig 12.
Lastly, we just need to attach all the surfaces. Follow the steps shown earlier and attach the screen and back panel to the case of the TV.
That’s it. The TV is modeled. All we need to do is add textures and lights.