It seems awfully complicated, does anyone want to have a go at modelling it? I will. Sanctuary showed my the basics for helmet modelling earlier and I successfully modeled an Uruk Hai helmet (Which if you play Skyrim, is available on Steam workshop as a mod), so I’d thought I give it a try, if your any good at modelling things helmets and complicated designs. Could you give it a try and maybe post your result here?
Image isn’t really good for modelling the entire thing, but there aren’t that many great ones, this just shows the complicated close up detail
Hmmm… When it comes to setting the pivot point, how did you do it? I selected a vertice, and then hit Shift S and put the cursor on the vertice, and then hit the spacebar, typed in Set Origin. -> Origin to 3d cursor = Cannot do it in edit mode? Does this need to be set in edit mode?
EDIT: set it in object mode, seemed to do the trick, what should I be accomplishing with the modifier? Should It be as much like the original ‘sketch’ as possible, or different, a little twisted?
Then for those lateral bits, i simply put together the shape of the pointy bit
I activate the retopo function by enabling those buttons :
Select all the vertices, look at the angle i want to project on the main helmet shape, then press G (like if i was going to move them) then press Enter
The vertices are now projected on the helmet base (from the angle i was viewing, so be sure to set up your view how you want before pressing G then Enter)
I disable the retopo function (just disable the “magnet” button, it’s all you need to disable), then extrude your model
Now the warp itself, the key point of the warping are setting the pivot point to 3D Cursor, and left click to put the 3Dcursor where i want to be the center of the warp process to occur, and set the view of the top, so the warp process occurs in the angle i want
I press SHIFT+W (or Mesh -> Transform -> Warp) and move the mouse (at least it’s like this in the up to date buildbot version, i don’t remember if mouse adjustment is in the now old stable release) until i’m good.
If i want to adjust more (and/or if mouse gesture does nothing in the old stable release) i press F6 or check in the Operator panel and adjust the numbers manually.
And finally, i extrude
Check for internal face at the center of the mirror symmetry, delete them if there are any, then select all , W->Remove Doubles and CTRL+N to recalculate normals
I don’t think it’s possible to extrude anything while the shrinkwrap modifier is active as it would just project every extruded vertice on the targetted model.
So the way to work with it is with non-extruded shape, then when you’re satisfied with the portion you “shrinkwrapped”, apply the modifier in Object Mode, only then youc can extrude from what you did without problems.