Modeling Help for this....
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 From:  slayer
2042.1 
I am pretty up to speed with poly modelers and am starting to tackle a helmet similar this one, but I thought that this would be cool in Moi or Rhino. Problem is that I am not sure how to start.

I know that it could be approached various ways, but it would be cool if I could get input especially with screen shots and/or steps on how you guys would lay out your curves, surfaces, etc.

I am really only concerned with the main shape and not the vents, cushion, visor, etc..

Any help appreciated!
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 From:  Michael Gibson
2042.2 In reply to 2042.1 
Hi slayer, just as a very quick initial tip, I would probably try to form the whole helmet as one larger solid piece first and then cut the face hole part out as a trimmed hole instead of trying to construct surfaces that hug the hole boundary...

Just my initial impression from a first quick look.

- Michael
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 From:  lyes (BLYESS)
2042.3 
hi use sphere trim and blend


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 From:  PaQ
2042.4 
Hi lyes, thanks for sharing this blending technic ! I would never think to use this fonction that way :)

EDITED: 4 Oct 2008 by PAQ

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 From:  Frenchy Pilou (PILOU)
2042.5 
There are always many tricky technics! :)
< hi use sphere trim and blend...
...and box of deformation ;)
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 From:  PaQ
2042.6 In reply to 2042.5 
Still have a little question about the trim,

Is it 'normal' that when I try to trim A by B



I finish with an extra segment ?



(which is annoying for the blending :/)

EDITED: 3 Dec 2015 by PAQ

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 From:  Paolo (PAOLOLOBBIA)
2042.7 In reply to 2042.1 
Hi slayer.

A different approach with 'Network'

EDITED: 24 Oct 2008 by PAOLOLOBBIA

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 From:  Frenchy Pilou (PILOU)
2042.8 In reply to 2042.6 
@ Pac
If I copy move the curve + the the line then trim outside the object all is fine :)
I believe there are several things selected when you click for select the curve!
And then the trim seems fail :)
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 From:  PaQ
2042.9 In reply to 2042.8 
>> If I copy move the curve + the the line then trim outside the object all is fine :)
I believe there are several things selected when you click for select the curve!
And then the trim seems fail :)

Sure triming the extacted curve works, the problem is that I need/want to trim the surface edge ...
And it's not like the trim failed, but it will add automatically a segment that I don't really need.
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 From:  Brian (BWTR)
2042.10 In reply to 2042.9 
Just having a quick bit of fun. (Could not sleep!)
No problems doing it at all

Brian

EDITED: 31 Dec 2008 by BWTR

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 From:  slayer
2042.11 
Thanks for all the replies. I was able to achieve a basic shape from the method that Lyes showed. However, I am curious how to get the results with blend that Lyes is showing....
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 From:  Brian (BWTR)
2042.12 In reply to 2042.11 
Quite mad!

Brian

EDITED: 31 Dec 2008 by BWTR

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 From:  Paolo (PAOLOLOBBIA)
2042.13 In reply to 2042.6 
Hi PaQ,

>> I finish with an extra segment ?

I have tried it to to trim A by B and
like you explained and,
it gave me the same problem

So it must be a 'bug'
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 From:  Michael Gibson
2042.14 In reply to 2042.6 
Hi PaQ,

> Is it 'normal' that when I try to trim A by B

Currently it is - every closed curve, including trim curves has a "seam" point where the start of the curve touches the end of the curve.

It is not unusual for chunks of the NURBS library code to treat a closed curve or edge the same as an open one when it gets diced into pieces. That usually means that there will be a couple of extra small segments created, one from the "start" of the closed curve to the first cutting point, and then another one from the last cutting point to the "end" of the closed curve.

I've tried to clean this up in several places already, like when you trim a circle curve you don't get an extra point at the seam because of some extra work that I did to fix that case up.

I do expect to be able to improve the surface edge case as well, that is actually bumped up pretty high on the todo list. It can also help fillets to avoid diced up edges as well.

- Michael
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 From:  Denis (SPACELAND)
2042.15 In reply to 2042.14 
Nice work guys, very cool design.
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| Adobe Photoshop CS | Corel CorelDraw Grahics Suite X3 | Daz 3D Bryce 5.5, Carrara 6 Pro, Hexagon 2.5 | Maxon Cinema 4D R8.2 | Moi 3D |

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 From:  WillBellJr
2042.16 In reply to 2042.15 
LOL, Brian, you're going all Captain Nemo on us! :-D

-Will
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 From:  lyes (BLYESS)
2042.17 
hi slayer use blend G1 2.5 , here is my resulte and is not finish yet


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 From:  lyes (BLYESS)
2042.18 
here is video how to blend audio on

http://www.screencast.com/t/x2q2eOMPEHN

EDITED: 6 Oct 2008 by MICHAEL GIBSON

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 From:  Denis (SPACELAND)
2042.19 In reply to 2042.17 
Hi Lyes,

Oh that is so nice, very nice.

Can't wait to see the finish one.
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| Adobe Photoshop CS | Corel CorelDraw Grahics Suite X3 | Daz 3D Bryce 5.5, Carrara 6 Pro, Hexagon 2.5 | Maxon Cinema 4D R8.2 | Moi 3D |

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 From:  Frenchy Pilou (PILOU)
2042.20 
Cool teasing! :)
---
Pilou
Is beautiful that please without concept!
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