Creating the Helmet
 
 
 

In this lesson, you use part of your character's head to create a helmet. Then, you extend the geometry to define a rim and ear protectors.

Bevel the helmet:

  1. Continue working on your file from the previous exercise, or load the file Low_Poly_Head07.max found under \tutorials\low_polygon_modeling.
  2. Go into Polygon sub-object level and select the head's polygons between the hair line and the base of the skull, excluding the ears.

  3. Click the Bevel Settings button. On the Bevel Polygons dialog, set Bevel Type to Local Normal and set Height to 10.

  4. Click the light bulb icon next to the Symmetry modifier in the Modifier Stack.

    This turns the modifier off so you can clearly see one half of the object.

  5. Select the beveled helmet's inner polygons.

  6. Press the Delete key to remove the selection.
  7. Select the following polygons:

  8. Press the Delete key to remove the selection.
  9. Go into Edge sub-object level and click the Bridge Settings button. On the Bridge Edge dialog, choose Use Edge Selection and select the three sets of border edges starting at the eyebrow. This leaves one face open on the helmet. Set Segments to 2 and click Apply when done.

  10. On the Bridge Edges dialog, set Segments to 1 and then select three of the four remaining edges to cover the last helmet gap.

  11. Go into Vertex sub-object level and adjust the helmet's vertices to match the surrounding edge flow.
    TipFor more accurate adjustments, move vertices using the local coordinate system, as well as Edge Constraint.

  12. Click the Symmetry light bulb to turn on the modifier.

    Notice the central gap in the helmet because of the middle vertices' offset on the X axis.

  13. Select each vertex individually and right-click the spinner arrows next to its respective X position value in the coordinate display.
    TipYou can also adjust the Symmetry modifier's Threshold value to automatically include more vertices in the symmetry weld instead of selecting them manually.

Bevel the helmet's rim:

  1. Go into Polygon sub-object level and select the polygons shaping the helmet's rim, as well the portion at the back of the head.

  2. Click the Bevel Settings button. In the Bevel Polygons dialog, set Bevel Type to Local Normal, Height to 5, and Outline Amount to -2.5. Click OK.

  3. Select the inner polygons on the central axis.

  4. Press the Delete key to remove them.
  5. Go into Vertex sub-object level and reset the respective vertices' X position to unite both sides.

Define the ear protector:

  1. Go into Polygon sub-object level, and then select the polygons surrounding the ear.

  2. Press the Delete key to remove them.
  3. Go into Edge sub-object level and click the Bridge Settings button.
  4. In the Bridge Edges dialog, choose Use Selection and set Segments to 2. Select three edge pairs from the outer rim. Click OK.

  5. Go into Border sub-object level. Select the remaining border edge and click Cap on the Edit Borders rollout.

  6. Go into Vertex sub-object level and redistribute the vertices to better cover the ear.

  7. Go into Edge sub-object level. Use the Cut or Connect tool to create a series of edges at ear level. Connect these edges at the back of the helmet.

  8. Reshape the new edges to give the ear protector more volume.

  9. Save your file as My_Low_Poly_Head_Helmet.max

Taking it Further — Refining Inside the Ear Protectors

Use the tools and techniques learned in this lesson to create the inner part of the ear protectors. For example, you could use the Bridge tool to create new polygons from the current edge border, and then add some extra edges to bring the resulting vertices around the ears.

1. Use the Bridge and Cut tools to link edges together.

2. Bridge the remaining edges.

Adjust the vertices so the helmet doesn't obstruct the ears.

Next

Creating the Visor