From the course: Blender 2.8 Character Creation

Finishing the helmet

From the course: Blender 2.8 Character Creation

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Finishing the helmet

- [instructor] So let's go ahead and get those earpieces on. What I'll do is just create a cylinder here at Shift A and cylinder right here. Let's go ahead and give it a cap fill of a triangle fan. And let's take the sides down to, let's take it down to 16. Let's try that. Okay, now let's turn it are y nine zero. And we don't need probably the caps on one side, at least, let's hit the C Key, and select these and delete them delete those faces, I will scale it down and let's go back to that side view and see if we can put it in place. There we go. Let's bring it up here. And then I'll scale it down to about the size that we want. Something like this. Let's try this. Go back to the front view, bring it into place here, scale it in the x, there we go something like this, And now let's give it a try. Let's take a look at it here. It looks like we're going to need to tilt it, to put it on there. But for now, what I'm going to do is work on it, just while it's still in the global axis. I'm going to do that, and then we can turn it. So, what I think I want is just a little kind of an angled piece here. So, maybe what I'll do is just select these faces here like this. Let's zoom in with the period Key. And what I'll do is just extrude, straight out, and then I'll scale in just a bit. And then I think I'll extrude straight out again, and then maybe scale in just a little bit more like this. Let's see how that works. Okay, and then let's go ahead and smooth it and maybe even add a bevel to it here. Let's try that first. Let's Alt click this edge, and of course, apply the scale, and then we'll press Control B, and expand that out just a little bit. And then we'll add a few segments in there. Let's see how that works. Okay, I think that's pretty good. Let's go ahead and smooth it now. Shade smooth. And I think I'll come over here to the object data panel and turn on auto smooth and see what I can get with just this. I kind of like an edge right there. I Kind of like this edge. So I may try and keep... it let's see, looks like under, 40 or 35 degrees, gives me that edge and I kind of like that. Alright, so let's press R and Z and turn it a bit, like this. We may need to tilt it a bit. Around the y, so r and y, and let's tilt it in like this, just a little bit, and let's see how that works. Now to mirror it over to the other side, what we can do is just bring that origin to the centre of the grid. So let's go to Object and set origin to the 3D cursor. And now let's go ahead and just see if we can mirror it over here with the add modifier and mirror, and it isn't doing anything. So, perhaps we need to press Ctrl + A and apply the rotation and scale here. And sure enough, it then pops over to the other side there. Okay, so now we've got that in place. Let's work on the face panel, the glass that will alternatey be see through. Let's go back to the side view. And let's go ahead and create another sphere with Shift A and UV sphere. Let's see if we can put this in place as well. So I'll scale it down. And let's move it up here. And I think we're going to have to have it be fairly big. And something like this, maybe not quite that big. There we go. It looks like that might fit in there pretty well, huh? Let's take a look. It looks like it's a little big in the front, (laughs) Let's scale that in the X, S and X. kind of bring it in just a little bit here. Like this. Yeah, so S and X, and we can kind of, bring it in like this. We're going to need to do once again, some more adjusting around the edges. But I think that's looking pretty good. We could go back to the side view here, let's go back to wireframe and we going to need to tilt it I think we are, so let's just tilt it a bit with the R Key, like this, and then we can begin deleting this area back here. So what I'll do once again is just hit that C Key, and let's just circle select Drag and select as many of these as we can in here. And we'll press Ctrl + 3 to come over here to the other side to the left or the graphic. And I'll hit the C Key. And let's click and drag and select all of these faces that we think we're going to need to delete here. We could even do some down here if we want, like this, maybe we delete these. Yeah, let's work on that too, down here. And if we go to the wireframe we can see that we still need to grab some of these down here. And maybe even a few of these up here. And we go to the solid view here. And I can't see these underneath here. So what let's do is just Tab into Edit Mode. And for the time being, I'll just select this here and hit the H Key to hide it. Now we can go back to Edit Mode here and select these pieces right in here or these faces right in there. Okay.Let's give this a trial. Hit X and Delete faces and there's our face shield, for the helmet, Let's bring back that helmet. I'll press Alt + H and bring that back so we can see it. Okay, if we select this piece right here, let's go ahead and smooth it, object shade smooth. And there we go. So now what we can do, is begin adjusting the pieces to bring them in just a bit, so they connect up or fit into that base just a little bit better. So let's select this edge right here. And maybe we could scale that in in the X, like so, and we also may need to do a little work to bring this in on the front here, maybe we could just hit G and bring that in like that. Let's try this. Alright, so we've got that piece generally in place, let's just take a look at it with wireframe. If we come over here to our object panel right here, we can come down here and choose display as, currently it's at textured, but we could then change this to wire and we could then see the wireframe in there, like that and kind of be able to see through it. So that gives us kind of an idea of what it might look like. Once we get our clear texture on it. I think the last thing I'd like to do is maybe duplicate this and move it up, so it looks like there's kind of a hard surface piece connecting this. Let's just try it and see if it works. I'm going to press Shift + D and just move this up a bit. And then I'm going to just scale it down, like this, kind of move this into place like that. Yeah, I think it needs to be a little bit smaller and, maybe move it back a bit, and up a hair. And I'd like this to fit around this piece down here. So what I'll probably need to do is just select that whole face loop there and move it around until I can get it kind of fitting in this piece here. I may need to scale it in, and move it back a bit, and I may need to grab this edge right here. Alt Click this edge, and move it around so it fits in there just a little bit better. Alright, and the last thing I'll do at least for now, is select all of these pieces, and join them together into one object so that we have a helmet object. That we can use and hide a little better. Oh! let me apply the mirror modifier here. This, it also looks like there's a subdivision surface modifier on this. Let's go ahead and apply that at one view, do that, then all of these now have no subdivision surface on them, but they do have solidify. So let's go ahead and apply those, Here's that. And here's that. So then we could go ahead and come through and, select all of these here. And this one here, and then, with all of those selected list, press Ctrl + J, and that'll create its own object. And for this, let's see if we can now find this. I'll hover over the outliner and press the period key. And that will bring this up right here. So let's call this helmet. And let's take it down into the spacesuit collection right here. There we go. And that is our helmet. Okay, so, what (mumbles) do now is let me hide the spacesuit and just take a look at the character. What let's do now is create the little hat, the little cap, on her head that they call it a Snoopy Cap, as well as these little headpiece microphones right here, connected to the cap. So we'll begin working on that in the next section.

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