The Shark-Man
NURBS Modeling - Page 5

24. Create the “eye stalk” for the hammerhead.

We’re going to use the Loft function again to create the protruding eye portion of the hammerhead-style shark. Create a NURBS circle by Create > NURBS Primitives > Circle. Position it at about where the eye will merge with the head (Fig 96). My head is a little modified from the drawing, so it won’t be exact. Duplicate the curve (Edit > Duplicate > Options, Edit > Reset Settings), move it about 4 units in the Z direction, scaling it a tad in the X direction. Continue, modifying the circle’s positions and shape until you have something similar to Fig 97. Loft the circles in order, with the Section Spans in the Loft options set back to 1 (Fig 98). Use the history on the curves to adjust the shape. Once you’re satisfied, select the surface, rebuild with optimization settings, and delete its history and the curves.

figure 96figure 97figure 98
25. Create a sphere for the eye ball.

Very simply, we are going to create the eyeball using a simple sphere. Go to Create > NURBS Primitives > Sphere. Scale and position the ball into the hole we made for it. (Fig 99) I scaled mine in the X, Y, and Z directions to about .13 or .14 to get it to fit. Your numbers may vary. Save as Sharkman11.mb

figure 99
26. Stitch the eye stalk to the head.

Using the same procedures as with the fins and flippers, attach the eyestalk to the head. See steps 15, 21, and 22. When all is done, you should have something similar to Fig 100.

figure 100
27. Mirror to the other side.

Select your head geometry, making sure that you’ve rebuilt all of the surfaces with optimization settings and deleted its history. Duplicate, with the Duplication options reset (Edit > Duplicate > Options), and input -1 in the scale X direction (Fig 101).

figure 101
28. Create the arm using a NURBS cylinder.

Using a cylinder (Create > NURBS Primitives > Cylinder), create the arm on the creature’s left side (Fig 102). Using the Hulls and pushing/pulling CVs, shape a suitable arm, inserting isoparms and rebuilding with optimization settings when needed (Fig 103). Save as Sharkman12.mb.

figure 102figure 103
29. Stitch the arm to the torso.

Once again using the same procedures as with the fins, flippers, and eyes; merge the arm into the body surface. See steps 15, 21, and 22 (Fig 104). You can also refer to the Arm Stitching tutorial I have elsewhere on this site.

figure 104
30. Create the large flipper on the end of the arm.

To create the large flipper to attach to the wrist, first, create a NURBS sphere (Create > NURBS Primitives > Sphere) and rotate it 90 degrees in the Z direction, so that the poles are facing horizontally. Select the last isoparm, closest to the wrist and detach. Delete the left-over section (Fig 105).

Using the Hulls and pushing/pulling CVs (inserting isoparms and rebuilding with optimization settings when needed), stretch the sphere out until you have the shape you like for the flipper (Fig 106). Attach to the end of the arm.

Mirror the geometry (Fig 107). Save your file as Sharkman13.mb.

figure 105figure 106figure 107
I hope this tutorial has helped you when it comes to creating a creature using NURBS! When it comes to animation and texturing, I would recomend converting to polygons, as I feel it makes the process much easier. Good luck!
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Michael McKinley