» » Modeling a Sci-Fi Helmet in Blender

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  • Author: BaDshaH
  • Date: 12-01-2015, 17:12
12-01-2015, 17:12

Modeling a Sci-Fi Helmet in Blender

Category: Tutorials

This in-depth course is about freeing your inner sci-fi designer nerd through conceptual sculpting and complex modeling. First we'll approach the design of a custom helmet with Blender's dynamic topology sculpting along with a useful addon called Sculpt Tools UI.
This addon comes with several great tools, but mostly we'll be focusing on two of them:
Grease Cut for to quickly slicing our digital ball into faceted shapes.
Extract Mask for easily generating additional pieces of digital clay.
After concept-sculpting the helmet, we want to convert it to a high fidelity polygonal model complete with stream-lined topology and fine details. We begin this process by retopologizing the main structures. Retopology is important because the conversion from sculpture to model legitimizes the hard-surface structure by eliminated bumpiness associated with digital sculpting and improves sharp edge consistency.
With the main structures rebuilt, we will polish off the helmet with very fine mechanical details like sprockets, plugs, clips, and screws. This final touch really helps to anchor our design into plausibility, which is a key characteristic of the sci-fi genre.
1. Intro to the Sculpt Tools UI Addon
2. Forming Basic Shapes
3. Finishing Basic Shapes (timelapse)
4. Polishing the Main Structure
5. Intro to Kit Bashing
6. Kit Bashing I
7. Kit Bashing II
8. Kit Bashing III
9. Brainstorming Topology
10. Start Retopology Block Out
11. Finish Retopology Block Out
12. Hardening Edges
13. Thickness & Details
14. Retopo Main Structures I (timelapse)
15. Retopo Main Structures II (timelapse)
16. Retopo Main Structures III (timelapse)
17. Shape Tweaking & Adding Screws
18. Building Cylindrical Details I
19. Building Cylindrical Details II
20. Leather Collar

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