Hi,I’ve scoured the forum and haven’t found anything that may help.Background: I’m attempting to create a high res mesh model by using a file that is low res. I’m totally new to modeling and have learned a great deal so far. However, I’m FAR from even being considered novice.Issue: I’m having trouble making the dome of a helmet. I’m stacking levels of curves, turning them into meshes and attempting to combine them. However, its very sloppy, inaccurate and not as smooth as I was hoping. Question: Is there an easier way to accomplish creating the top of the helmet? Is the process I’m utilizing totally off? Is there a way to make clean connections between my “layers” of curves so that the edges aren’t zig baggy? In the photo below, you can see the horrible connections between the converted curves.
I do not mean to frustrate anyone with a totally newbie question like this but I’m at a loss and have really tried to find the answer on my own. Thanks,I’m not a very experienced polygonal modeler, but I can tell you how I would have done it. Basically, I would have added a mesh sphere, erased the unwanted faces until I had half a bowl. I then would have used the scale tools to get its proportions right in the top, side and back views. To work with what you already have, you might try some of the smoothing brushing in sculpting mode as an alternative method.
Just curious, but what is too low-poly about the current helmet? It looks like you could just turn on “smooth shading” and add a level or two of sub-surf then add edge loops or creases to get sharp edges.
Edit
Though to answer your question, there are lots of tutorials and wireframes out there for human heads. I bet the helmet will use a similar topology across the top of the head. Check cgcookie, I know they have a few video tutorials on modeling heads.
Have your tried adding a cube. Loop cut it in half and delete the lower half. Then add a subsurf modifier and apply it at the level you want , if you want of course. Its a nice way to get a dome without that weird topology of a uv sphere.
Thanks for the input all very helpful. I used the subsurface technique on the game model and it worked well. It just won’t make a very good pepakura but I plan on 3d printing anyhow.
Thanks again
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Wow I fiddled with the cube technique and was able to make some great meshes that way, thanks.
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