a head is roughly spherical, you can create a primitive sphere as
a quick starting point for creating a head and face.
To prepare a sphere for sculpting
- Make sure you’ve done the steps in
Preparing for the lessons.
Create > NURBS Primitives > Sphere > . In
the options window, select Edit > Reset Settings,
enter the following values, then click the Create button:
- Number of Sections:
- Number of Spans: 30
The Radius sets
the sphere’s size in grid units. A value of 6 creates a sphere big
enough to use the grid for size comparison.
of Sections sets the number of vertical curves, called isoparms,
for the sphere. Isoparms show the outline of the surface shape.
The more isoparms a surface has, the more CVs it has. (By default,
CVs are not displayed.) More CVs means better precision as you edit
a surface. The Number of Spans sets the number
of horizontal isoparms.
The drawback to having
too many CVs is that you’ll have a harder time making smooth shape
changes to broad regions. Lots of CVs also means slower processing
time as you work with the surface. It’s best to make surfaces with
as few CVs as necessary.
We chose 30 Sections
and Spans for this lesson because experience has shown that this
allows adequate facial subtlety without slowing Maya operation on
a workstation of modest processing power.
NoteIn wireframe display
mode, if you select Display > NURBS > Fine or Medium,
more isoparms appear than there are actual spans and sections. The
surface is visually displayed with extra precision, but the extra
isoparms have no CVs and cannot be edited.
the sphere Egghead.
- Rotate the sphere 90 degrees on its side
(Rotate Z: 90). This positions the sphere’s CVs well for modeling
a simple head and face. You’ll learn why later in this lesson.
- To give Egghead an oval shape, set the ScaleX for
the sphere to 1.3 or so. Optionally, you can move Egghead above
the grid so the grid doesn’t interfere with your view of Egghead.
Also, position the perspective view so the Z-axis of the View
Axis points toward you.
Modifying the surface material
for easier viewing
Because you will do subtle
surface modeling in this lesson, it’s helpful to display Egghead
with bright highlights so you can clearly see the effects of the changes
you make. In the next steps, you’ll assign a Blinn material to Egghead
to give its surface bright highlights. The steps have no explanations,
as the shading subject matter is the focus of a later lesson.
To assign a Blinn surface material
- With Egghead selected, press 5 to display
the surface with smooth shading.
- Right-click Egghead and select Assign
New Material > Blinn.
Editor will immediately be displayed for the Blinn material.
- Drag the Color attribute
slider roughly 3/4 of the way to the right, set Eccentricity to
0, and close the window.