Hi, thus far i have a helmet and a head as 2 seperate objects (head is not mine), iv’e tried this tutorial https://www.youtube.com/watch?v=7rJwrwXdwDQ, shrinkwrapping planes, and like below just get it ‘close’ by eye.
Closest ‘natural’ looking strap i can get is by duplicating faces from the head and making it ‘nice’ but im still not happy with the results and adding detail afterwards has proved difficult.
There’s no “easy” way as such. But it might be better to put the fasteners and chin-guard roughly in place and work from there. The strap can just start with a single plane from the fasteners/chinguard, extruding as you go. Don’t go for detail in the beginning. Get the basic form and then start adding edge loops to add any roundness you think you might need. Proportional edit is good for situations where you don’t want sharp angles introduced while editing.
Using tris only will make your work cumbersome. Quads might be better for this kind of job.
Once you have a basic shape done you can solidify it to give it some dimension.
That’s how I approached the model below. The only difference being that I used sub-surf.
Hi thanks for the response, i kind of followed your suggestion before so i tried it again, at least to the best of my ability, but it ends up looking like this. I don’t know how to maintain the thinkness while ‘ironing’ out and though iv’e kinda beenable to keep it from clipping through the head with snap to faces it’s still doing so
Yes and no. Obviously you have the shape in mind. So work out the border of that first. Then identify the “contact” points on the face. Cut in edges at those locations and tweak them out until you get them above the surface. But only concern yourself with major clipping. Make sure you use proportional edit while doing this. If you want to smooth out the flow of the verts then use the relax function in the looptools addon. That can help soften any angular sections. Just don’t include any verts that make up a sharp joint or corner when using it. Work on single loops at a time.
This is why I would leave the solidifying until I’m happy with the basic structure. It makes thing easier to work with.
Some clipping isn’t bad if it happens around the top or bottom of the strap, as it can give the impression that it’s pressing into the skin.
Snapping may not be as good as eyeballing it. I find it easier and faster to do it by hand for something with a low polycount.
Sometimes, less is more. If an area of the strap is supposed to look like a tight fit, reducing the amount of edges would be more helpful. The more you add the more chance you’ll introduce curvature. Which can make it look loose. It’s ok as I pointed out, at contact points like the neck, jaw hinge, cheek bones and chin.
If you dont want to go through and want easier modeling use shrinkwrap modifier and set the object to be the head. Play a bit with the settings and you’ll see the chin guard and strap will stay nicely above the head model.
Here’s a quick Suzanne i setup, perhaps you better understand it. Im no pro at modeling and this was a really quick 5-10 thing