How to make a Roman Helmet E-mail
Written by Dzordz   
Monday, 03 July 2006
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How to make a Roman Helmet
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Making a Helmet like Cezar once had is like nothing with this tutorial!


This tutorial is written for begginer and has no prerequsites. The goal of this tutorial is to get a nicely modeled military helmet like cesars once had. During this tutorial we will use techniques of poly modeling, spline and boolean. Thats it, now lets start.

1. First we need to think of the shape but since we have the finished product here we can work with it. Start of with a line tool. Draw a shape like you see in the picture.

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Be sure to turn on the smooth in drag type. To easy working with the line, click the right hand button of your mouse on "snap toggle", you will see a small window in wich we will check "grid pivots" and "vertex". GP is used to stick the cursor to the net  while vertex is used to stick the cursor to vertex on lines. Now press OK and draw a line like in the first picture, directly underneath it draw with the "Arc" tool something close to half a circle so that the begining is stuck to the lower vertex of the helmet line (if it bothers you that you can't get a prefectly round circle just press "S" wich will turn off "snap toggle" or you can turn off snap to grid and just leave snap to vertex).

2.

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On this picture attach the line of the helmet to the half of the circle, now go to vertex mode and select both vertices (last vertex of the helmet and first of the circle) and then click the "weld" button wich will as it says make these into one vertex, immidiately after that press "fillet" and by clicking that vertex pull the mouse up so that you get a nice smooth transition.

3. In the modifier list add first "lathe" and "shell", with lathe modifier select "min" so that the circle would structure it self acording to last vertices on the object, also increase the number of sekments to 32 or you can even go to 64 and turn on the "flip normals" option as in next picture. In the shell modifier put that inner and outer side are 0.5 and 0.5 (shell modifier is used to thicken the sides of objects).

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