14.0

5
Interface
Click on the second icon to create a cube. Click and hold to see all available parametric objects. Note: After
an object has been initially created it is a parametric object. An object can only be modified as a whole and
not its individual surfaces (an exception are special deformers from the Deformer menu). Before you begin
modeling, the parametric object must be converted to a polygonal object. To do so, select the object you want
to convert and run the Make Editable command by pressing the c-key on your keyboard. You can now move or
modify individual points and surfaces.
Two icons to the right of the Cube Primitive symbol (black cage with white points and turquoise inner) are the
NURBS objects. The most important of these is the HyperNURBS object.
If a polygon object is a sub-object of a HyperNURBS object (create a HyperNURBS object and drag it onto
the polygon object in the Object Manager) it will be virtually subdivided to a higher degree. Visually it will be
comprised of many more smaller polygons than before the subdivision (the object automatically looks softer /
rounder). As you can see in the next screen shot: The outer mesh (light blue) shows the polygon cube’s actual
subdivision.
The ner inner mesh (blue) shows the subdivision of the HyperNURBS object. Change the cubes display mode
by selecting (deactivating) Options / Isoline Editing in the Viewport’s menu and switching to Gouraud Shading
(Lines) in the Editor’s Display menu. In the end it’s up to you how you want your objects displayed in the same
menu. Then switch to the Use Polygon Mode in the left Icon Palette. However, for this tutorial, this is the most
effective way to show the effect HyperNURBS objects have on polygonal objects or primitives since it shows
how the cube is subdivided and the final result is therefore also easier to visualize.