It seems like every time I open Maya, there's something completely new for me to use when modeling. This project in particular introduced me to the weird and wonderful world of Revolve and Loft, through making a cup (well, more of a goblet) and a salt shaker. I've got lots to get through, so let's jump right in.
What the Heck Even Is Lofting and Revolving?
Well, before we can get into those two, we have to take a moment to discuss NURBS. NURBS isn't just a word that fun to say. It's an acronym for Non-Uniform Rational B-Splines, which use a mathematic method of describing curves and surfaces. They're different from polygons in a sense that the shape of a NURBS (Is it still NURBS if it's singular, or does it shorten to NURB?) is more smooth and organic than the sharp and geometric look provided by polygons. Both Lofting and Revolving use NURBS to create smooth, curved shapes, so understanding how NURBS work is essential before you begin Revolving and Lofting.
Revolving is a method of NURBS-based modeling that uses NURBS curves and, as one would expect, the Revolve tool. The easiest way to make a revolved shape is to start by making a profile curve in a specific view, usually with a grid to help gauge where the vertices should go. After making the curve, simply select Surfaces>Revolve in order to create the desired shape. The way this works is that the created curve is rotated about an axis in order to form the shape. Once the shape is created, it can be easily adjusted through use of the CV Curve Tool. Revolving is especially handy when modeling something like a cup or vase.
Lofting is another NURBS-based modeling method. It's harder to explain than the fairly straightforward Revolving, but I'll give it a shot. Imagine making a frame out of wire (similarly to how one would pitch a tent), and then covering the frame with a sheet. That's how I would describe lofting- a smooth surface draped over a base frame. Once the basic shape has been lofted, it can be reshaped by selecting specific sets of vertices and scaling them to fit your preference.
A Quick Run-Down of the Project
The cup was made using the exact method I described in the section above, with the creation of a profile curve and subsequently revolving it and shaping it until it was the desired shape. The salt shaker was also made using the exact same method described above, but with an added pinch of planar surfaces and Boolean'd spheroid shapes.
Shading was easy enough on the cup -- slap on a Lambert and you're good to go. Shading the salt shaker was a bit trickier -- I used Phong E on the body and the cap to make a SUPER shiny surface, and I also made the body transparent to look like glass. Another thing I added was a sort of smaller version of the salt shaker body, rounded off at the top and textured with a white bump map and put inside the glass body to create salt. After everything was modeled, I put both the shaker and cup inside a cube with an open face and lit the scene using spotlights, similarly to how I lit up the hammer and nail in the previous project.
Overall, this project was very fun and a lot less complicated than I thought it'd be! Which is good, since I've had a peek at what the next project will be, and I can already tell it won't be anywhere near as easy...
Wish me luck,
Tate