How do I make a complex space suit like this?

I have not done a complex project like this before, only small ones (tea cup, pan, oil drum, etc). How would I make something like this without the human inside, I am struggling:


I am using Blender 3.1, which may get updated by Linux automatically.

The jump from “tea cup” to “intricate herd surface modeling with complex paneling” is substantial enough that I think you should do some in-between projects first. Maybe check out this tutorial: https://m.youtube.com/watch?v=ZNFu2VgQfJo as well as some other hard surface modeling tutorials, and practice making just some simple cubes with paneling and detail work. Once you can consistently make a cube look like that, then you can jump up to making a human-shaping object look like that

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And do you have a video for the human one as well?

Once you have your hard surface modeling techniques (detailing, panelling, booleans, and bevels) down- on cubes- you won’t need a tutorial for this project. If you can do those techniques in your sleep, which you need to be able to do before tackling something so massive, this will be a breeze. You can use any human base mesh and make it exactly how you want it :slight_smile: you can find a free human base mesh easily with google but please don’t yet. Jumping into this huge project without having the fundamentals perfect will make you miserable :wink:

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Recipe for cooking something like this,
lies in a mesh of a model which is pretty much nothing more or less than structure of the muscle.
Which is being separated in places where the muscles join by stretching planes as “retopology” or fixing things straight to the armature which is my best advice.


I guess most of these kind of suits are some over exaggerated technology which nobody has built in reality but on their screens. A lot of them include exo skeleton purpose with some mechanical features or other alternative approaches along with artificial muscle of various sizes kept in mind.
a,
Most of them are designed purely for good looks while being far from even semi realism.
If You rig or “weight paint” a full character. Then You’re pretty much good to go by pulling or duplicating single verts
containing weights from the rigged skin of the body and adjusting their weights slightly in occasions, depending of the planned moves and to adopt their shape of geometry along with size.
Followed by shaping them into required part basically and even considering additional bones or even them to contain shape keys.

By pulling verts out of weight painted body, You wont be able to extrude them anywhere far but only use the mesh for purpose of building or modelling around of the bone from which the vert has been pulled or duplicated. And is pretty much enough to draw silhouettes by extruding single verts in order to look from the side or the front, followed by duplicating edges of lines in order to press F while two edges are selected to fill it with a flat face which is sort of the start of the process towards making your concepts.
And always keep in mind that by allowing a slight geometry in a single model pulled to wrap around a particular bone, can be shape keyed and work for making several different types while not being too heavy as it is just manipulation of position of existing vertices…

Then if You create animations of Your characters desired moves that You want it to make - by moving through the armature move reel and adjusting of pulled vert lines which contain weight influence of the moving bones will help You to see how much of space You’ve got for the shapes of the parts and if the parts are not colliding together and are okay for all of the moves and so on…

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Am I going in some direction?: