Hypernurbs Modeling
In this tutorial I will teach you how to create and edit a very simple pipe-like object utilizing polygon extrudes, and then describe how to gradually refine it via the magic of HyperNURBs and the addition of "weights" to the object's points, edges and polygons. These weights are the powerhouse behind HyperNURBs functionality and determine if certain selections will or will not be affected by varying degrees of smoothing.
