Excellent tutorial. I used this for my first steps in Blender. I wanted to do something else than just make a donut. Purpose is to 3D print the helmet so that my daughter can wear it. Challenge for me now is to scale it to the right size, keep the weight down and make it 3D printable. I already succeeded in printing a small version (30 mm x 30 mm) and am now working on the full sized version. I quickly found out that the default size in Blender is in meter and not mm. Goed bezig.
man, I spent the whole day modelling a helmet even with the same refence images you did. I started wit a cylinder und that was the problem right from the beginning because I couldnt get details without making way too many loop cuts and i the ende the helmet isnt round anymore. Should have watched this video first, but I wanted to challenge myselt after not having done some modelling in 5 years...Thanks for your video !
Mark sharp the edges you bevelled and Press N and set Edge weight to 1.00, and set bevel mod to weighted. Set geo to Arc not sharp in the first box and deselect clamp overlap. Amount of bevel .005 or what ever you like. Great vid by the way.
FFFFF. im going to remember that key because of that.Im new at Blender. and because of this vid. im better then i was yesterday. thankyou. i hope you go far.
I learnt many great tricks which i will use always! copy to selected with modifiers and materials would have saved so much of my time XD it will help in every project
Man ive been trying to make a helmet for months now and always got frustrated and deleted it. Even though I am using Maya I was able to follow you so I appreciate you! definitely going to subscribe
I'm struggling to sharpen te edges using the bevels around 11:00. I'm always left with a small but noticeable rounded part at the corners, especially by the edges of the visor, I've adjusted some of the bevel settings, but I can't get rid of it, anyone have any advice?
Use the Edge Crease Tool instead of bevelling the edges. Select the edges in edit mode, then Shift+E for the tool & make the value 1.000 for the sharpest. I had better (and quicker) results this way.
Sounds like either there were duplicate vertices (use the merge technique at 2:16) or the normals are flipped (select all and press Shift+N to recalculate).
In the part of the mirror, for those who are following exactly what he is typing, it didn't show that he press "y" while press "a" to make the verticles bigger. So that's why everything is growing proportional for you (and it was for me). Than I listen again what he said, and you have to press one of the coordinates if you want to grow just for the proportion of this coordination.
For those of you 3d printing your stuff. Never ever ever use auto smooth in your sculpts. It will not transfer over to the slicer. Great work flow though. I really like how you went about this project.
Hey! I would say any laptop/PC with a graphics card in it is good. The graphics card does not even need to be the best of the world. Pricewise one of the cheaper (but still very good) models would range from $1000 to $1500 (but I could be wrong in that)
You are just amazing, you mentioned every detail thank you so much! And if you can show us how to make a face mask please? cüz I've been struggling with Ekko's mask from Arcane and I can't figure it outT_T
not sure if you figured it out but i just recalculated the normals by selecting all and then doing shift + n it fixed my deformity from the subdivision surface modifier
Hi! I'm a total blender noob. Just did the 'head parts' chapter. I was having some issues with the base helmet. I was not able to find the 'Shade Auto Smooth' option to make the bevels look good. So I deleted all of them and made a bunch of loop cuts, moved them around, and more or less had the same result in the end. That did mean my mesh is more complex.. i.d.k. Great tutorial man! Keep up the good work.. 'Blijven gaan' zoals ze zeggen..!
Hello! What version of Blender are you using? The Shade Auto Smooth function is only in the newer versions of Blender (I believe from version 3.4). Otherwise you can just do the Shade Smooth and then go to "Object data properties" -> Normals -> Auto smooth
@@mtranimation I was using blender 3.2 😢 But I'm also having issues with 'thicker front circle'. It extrudes beyond the 'head part' so I'm starting over :D
Hey, does anyone else have a problem with their helmets? When he creates a Subdivision Surface, his helmet is smooth, while mine has holes and a few places are torn. Has anyone had a similar problem and solved it? If so, I would appreciate some advice.
I do agree with you, but I also feel like if he slowed down at all (with how much information he crammed into this 25 minute video) it would have been 3 hours and people would have turned it off at the sight of that.
Excellent tutorial. I used this for my first steps in Blender. I wanted to do something else than just make a donut.
Purpose is to 3D print the helmet so that my daughter can wear it.
Challenge for me now is to scale it to the right size, keep the weight down and make it 3D printable.
I already succeeded in printing a small version (30 mm x 30 mm) and am now working on the full sized version. I quickly found out that the default size in Blender is in meter and not mm.
Goed bezig.
man, I spent the whole day modelling a helmet even with the same refence images you did. I started wit a cylinder und that was the problem right from the beginning because I couldnt get details without making way too many loop cuts and i the ende the helmet isnt round anymore. Should have watched this video first, but I wanted to challenge myselt after not having done some modelling in 5 years...Thanks for your video
!
Mark sharp the edges you bevelled and Press N and set Edge weight to 1.00, and set bevel mod to weighted. Set geo to Arc not sharp in the first box and deselect clamp overlap. Amount of bevel .005 or what ever you like. Great vid by the way.
THIS IS THE WAY
FFFFF. im going to remember that key because of that.Im new at Blender. and because of this vid. im better then i was yesterday. thankyou. i hope you go far.
Thank you! Yes FFFFFFFF is a game changer for a lot of people hahah
I learnt many great tricks which i will use always! copy to selected with modifiers and materials would have saved so much of my time XD it will help in every project
great tutorial!
this is really cool
Thankyou!😁
Extremely helpful tutorial. Keep making videos!
Thanks, will do!
Thanks for the tutorial, those are great little tips for a superbe result!! Can't wait to see the texturing ;) Keep it up ;)
Thank you!! Glad you liked it stay tuned for more :)
Thank you!! Glad you liked it stay tuned for more :)
very good foundation to make clone helmets too (technically based off the mando helmets bc of Jango DNA)
Great tutorial. One question tho, what should and where should I look for templates with a front-side view? Thanks in advanced :))
If you want a template like that, search up “Mandalorian reference image for modeling” or something along those lines.
There is also a link to it in the description
Man ive been trying to make a helmet for months now and always got frustrated and deleted it. Even though I am using Maya I was able to follow you so I appreciate you! definitely going to subscribe
Thankyou I really appreciate it!
all love for this
Glad you liked it!😁
I'm struggling to sharpen te edges using the bevels around 11:00. I'm always left with a small but noticeable rounded part at the corners, especially by the edges of the visor, I've adjusted some of the bevel settings, but I can't get rid of it, anyone have any advice?
Use the Edge Crease Tool instead of bevelling the edges. Select the edges in edit mode, then Shift+E for the tool & make the value 1.000 for the sharpest. I had better (and quicker) results this way.
Great tutorial. Does the same rules apply on modeling any helmet?
For me, the boolean difference at 20:07 isn't working. Can somebody help please?
Maybe it works if you set the solver in the boolean modifier on "fast"?
I'm on Blender 3.1, can't get the boolean op to work at 20:00, anyone have any idea?
can't wait for the texturing video
Thank you!
thnx
How do I get ride of the black faces coming in during my extrusion it’s almost like it’s backwards
Sounds like either there were duplicate vertices (use the merge technique at 2:16) or the normals are flipped (select all and press Shift+N to recalculate).
is this useful for 3d printing?
In the part of the mirror, for those who are following exactly what he is typing, it didn't show that he press "y" while press "a" to make the verticles bigger. So that's why everything is growing proportional for you (and it was for me). Than I listen again what he said, and you have to press one of the coordinates if you want to grow just for the proportion of this coordination.
For those of you 3d printing your stuff. Never ever ever use auto smooth in your sculpts. It will not transfer over to the slicer. Great work flow though. I really like how you went about this project.
A W E S O M E!!!
Do you have any recommendations for a cheap laptop to start making files like this please?
Hey! I would say any laptop/PC with a graphics card in it is good. The graphics card does not even need to be the best of the world. Pricewise one of the cheaper (but still very good) models would range from $1000 to $1500 (but I could be wrong in that)
For some reason when I mirror the top of the helmet it only had a mesh on one side and won’t give me a mesh for the opposite side
You are just amazing, you mentioned every detail thank you so much! And if you can show us how to make a face mask please? cüz I've been struggling with Ekko's mask from Arcane and I can't figure it outT_T
Thank you! I will see what i can do :)
@@mtranimation yay!
9:27 - What the heck you doin! CTRL + Alt + SHIFT + S and SHEER that segment into the angle you want.
Listening to the English ... Are you Dutch by any chance? :D
Nice tut . following now
Dankjewel! Ik ben zeker Nederlands ;)
When i apply sub surface modifier it deforms
not sure if you figured it out but i just recalculated the normals by selecting all and then doing shift + n it fixed my deformity from the subdivision surface modifier
@@kofdrop5281 I did shift n but still it didn't worked
@@S....................1 did you do it in edit mode?
@@kofdrop5281 I did shift n in edit mode and added modifier in object mode
I an having trouble on mirror part
just use auto mirror
is this arma music
Hi! I'm a total blender noob. Just did the 'head parts' chapter. I was having some issues with the base helmet. I was not able to find the 'Shade Auto Smooth' option to make the bevels look good. So I deleted all of them and made a bunch of loop cuts, moved them around, and more or less had the same result in the end. That did mean my mesh is more complex.. i.d.k. Great tutorial man! Keep up the good work.. 'Blijven gaan' zoals ze zeggen..!
Hello! What version of Blender are you using? The Shade Auto Smooth function is only in the newer versions of Blender (I believe from version 3.4). Otherwise you can just do the Shade Smooth and then go to "Object data properties" -> Normals -> Auto smooth
@@mtranimation I was using blender 3.2 😢 But I'm also having issues with 'thicker front circle'. It extrudes beyond the 'head part' so I'm starting over :D
Hey, does anyone else have a problem with their helmets? When he creates a Subdivision Surface, his helmet is smooth, while mine has holes and a few places are torn. Has anyone had a similar problem and solved it? If so, I would appreciate some advice.
dude I know you are good at this, but in the future you need to slow down, its hard to keep up and you jump over a lot of things.
I do agree with you, but I also feel like if he slowed down at all (with how much information he crammed into this 25 minute video) it would have been 3 hours and people would have turned it off at the sight of that.