Modeling Helmet ?
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 From:  Anis
3623.9 In reply to 3623.8 
Hi Michael....

>>>so think of your base shape following more like the blue ink here:
>>>Then later to make that ridge line you will cut something like this area out and put in some new surfaces in there
I am not thinking about this idea before, good idea..., I have to try...

Here is result from make larger curve then use blend.
But yes, the pole area is not smooth. Open the 3dm file.


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 From:  Anis
3623.10 In reply to 3623.8 
Hi Michael...

>>>you will probably want to use something like Revolve or Rail Revolve
I am not sure we can use those features. Because of :

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 From:  Michael Gibson
3623.11 In reply to 3623.9 
Hi Anis, what method are you using for creating the surfaces?

Was that done by creating completely separate surfaces for each quadrant?

Creating surfaces separately like that will rarely give you a nice smooth result between the individual pieces, you need to create the surfaces in larger sheets to make them smooth.

Please see this previous post for an example:
http://moi3d.com/forum/index.php?webtag=MOI&msg=1398.19


If you have something that is close to the shape you want though, you could try trimming back some space between the pieces and putting in surface blends to connect them up.

But the best way to get a nice shape at the pole is to use Revolve or rail revolve.

- Michael
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 From:  Michael Gibson
3623.12 In reply to 3623.10 
Hi Anis,

> I am not sure we can use those features. Because of :

You just use Revolve or Rail revolve as the starting point, you then turn on surface control points and modify them to refine the shape and put some bulges or whatever where you need them.

I believe the lyes tutorial linked to earlier covers that - in that case he started with a sphere but instead of starting with a sphere you can start with your own surface of revolution created from Revolve or Rail revolve.

- Michael
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 From:  Michael Gibson
3623.13 In reply to 3623.9 
Hi Anis, also if your curves do not meet each other smoothly at the pole area where they touch, that not help make things smooth. It looks like you have some end tangents of the curves not aligned to each other like this:






You want to have curves meet up in a shared tangent, which means having the end and first inside control points of each curve all on the same line.

Otherwise it means your curves are already starting out not smooth to one another.

- Michael

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 From:  Michael Gibson
3623.14 In reply to 3623.9 
Hi Anis, so here's an example of how you could get a better surface from your particular curve layout.

I aligned the control points at the tip and also note that I added a circle in there which tends to help to even out the shaping of the tip to make it more proportioned to a dome as it comes together to the pole.

Also note that you should select all the curves and make 1 single big network for the whole thing instead of doing it in separate pieces.


But if you make it by modifying surface control points of a surface of revolution (as in lyes example), that will tend to give the best smooth quality.


- Michael
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 From:  Anis
3623.15 In reply to 3623.13 
Hi Michael...

>> It looks like you have some end tangents of the curves not aligned to each other
a ha..., I am not aware about that...

I dont want use freeform technique that Iyes show on his tutorial.
I will stay to use curve strategy.

Regarding Network, is it possible to move the seam edge, because it will interfere when I use Blend like Iyes tutorial ?
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 From:  Frenchy Pilou (PILOU)
3623.16 
Seems videos Lyes Helmet are not yet working ? :(
---
Pilou
Is beautiful that please without concept!
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 From:  Michael Gibson
3623.17 In reply to 3623.15 
Hi Anis,

> I dont want use freeform technique that Iyes show on his tutorial.
> I will stay to use curve strategy.

Just be aware that there are some potential difficulties with the strategy you have chosen then...


> Regarding Network, is it possible to move the seam edge,

It will end up reflecting the seams in the closed curves that are used as inputs into the network.

Try rotating the circle by 90 degrees around its own center point, that should then put the seam in a better place for you.

- Michael
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 From:  Anis
3623.18 In reply to 3623.17 
Hi Michael...

>> Just be aware that there are some potential difficulties with the strategy you have chosen then
Yes, I am aware. But it give me challenge and push me to find best idea and best construction geometry.
Curve strategy is more "mechanical way" for me and more accurate.

>>Try rotating the circle by 90 degrees
Yes it work...

Thanks
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 From:  Kevin De Smet (KEV_BOY)
3623.19 In reply to 3623.3 
Michael,

"One key thing is probably to not worry about the face cutout area at first, instead focus first on making a full dome shape and then trim or boolean out the face area rather than trying to incorporate that outline into the initial surfacing."

In this kind of model that's again so very true, haha, before you said this and I looked at the helmet I was already thinking "pffff, ok so i would lay a patch there, and there and then intersect and trim..."
I'm using Solidworks today but come from a poly background, and let me tell you, it never truly goes away! ;)
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