
Why NURBS surfaces ? you probably have heard about the horror stories about Nurbs creating all sorts of problems at rendering time..thanks to Mental Ray approx. methods that is all a thing of the past. NURBS are fast, stable and have pre-mapped UV's for textures and if transformed into polys, they will create a nice smooth mesh. So lets get to it and talk about the first part of this tutorial.
- Anatomy of NURBS surfaces
- Curves
- Revolve, Loft, Extrude
- Curve projection
- Trimming
- Round tool
Anatomy of NURBS:
The architecture of Maya is based on Hierarchies, lets brake down the main components and keys to the inner workings of NURBS:


Curves:
Every surface can be created by the correct positioning and use of curves. Creating curve networks allows for maximum control over the mesh. Other tools such as Extrude, Revolve and Loft are very powerful, specifically when working with the history of these tools.

Here is the procedure for projecting curves:
- Create curves and surface
- Select both
- go to an orthographic view by slightly taping on your space bar
- then go to Edit Nurbs --> Project curve on surface
- then select your surface Edit NURBS --> trim tool