Revolve takes a nurbs curve, spins it kind of like pottery, and makes a complete 360 degree object.
Set the menu set to surfaces.
Creating The Profile Curve
Profile curves are made with nurb curves.
Step three - By default the pivot point will be set to the center of the scene. Since the pivot point is the point at which the revolve function will revolve the surface around, it's important that it sits in the right place. In this case, it is in the center of the scene (origin).
If the pivot point isn't in the right place, select the curve, go to the move tool and hit insert on your keyboard. Position the pivot point according to the image above.
There are a lot of different combinations that can be set up using this function. I will cover the most commonly used attributes.
Segments - This is how many profiles will be created around the revolve. Each profile curve is referred to as an isoparms.
Output geometry - You can output as nurbs, polygons, subdiv or beizer. Set it to polygons and it will display the rest of the options.
Set the type to quad and the tessellation method to count. Set the count to the amount of polygons you'll be needing. Add more if the object appears jagged after the revolve.
Set the type to quad and the tessellation method to general.
Set the type to quad and the tessellation method to control points. This will set the polygons vertices to the control vertex on the isoparms. For this to look good, increase the segments and control vertexes of the curve, in other words, create nore CVs when using the CV curve tool.