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  Tutorial: 3DS MAX Modeling Creating a Human Face in 3DS MAX using NURMS Tutorial

NURMS (Non Rational Mesh Smooth) or Subdivision Surface technique uses low-polygonal mesh to control the shape of the smooth surface. In this tutorial, George Polevoy demonstrates his favorite techniques for symmetric NURMS modeling and 3D sketching.

Tutorial Details:

Modeling a face using nurms

First, find any suitable reference for your model. Setting up the pictures as a view-port background is a common technique, but I prefer drawing sketch in 3D.
This is how your scene will look at some stage.

Thin gray or dark blue lines show the initial 3D sketch.
Red lines you see over the surface is kind of low polygonal model, which serves as NURMS control mesh. It is slightly different form typical low-poly in that it is not suited for visualization itself. It only can be used as rough model representation.

NURMS behaves much like NURBS power 3 with the difference that NURMS can be of arbitrary topology with no UV–quadratic restriction.

Note that control mesh vertices lay somewhat outside the actual surface, if the surface is convex, and inside the surface if the surface is concave.

This surface behavior is different form 3DSMAX Bezier Patch surfaces, in which surface must cross each vertex.



 

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3DS MAX Modeling Creating a Human Face in 3DS MAX using NURMS Tutorial

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