so another quick question I went to the armor assets page and found the Enforcer helmet that I wanted to build and cleaned it up a bit in blender (got rid of all the floaty bits) but I want to weld the visor to the helmet and create a bevel where the two meet so that when I carbon fiber it there's a lip for the visor but so far its eluded me on how to weld them together. Any suggestions?
this is not a tutorial. few got that out of the way.
alright now, first I hope you the basics down, well this is pretty basic anyways compared to a lot of other blender users, since you know how to import into blender I am assuming you do. what I do once i import
the file is change the shade from smooth to flat under the t menu(click t then tab, if you have to) and then clean up the file. under the mesh tab at the bottom click on it and go to faces hover over it then go to tris to quads(alt j) to get rid of the extra faces or lines it makes it easier to work with the model. then I click on the #1 to get to the front view(just get to the front view of the helmet), click on the cube at the bottom to select faces, click on z buttom to go to wire frame, click b to select faces with mouse( I only select half of the model) and delete them, click the x botton select faces( make sure you get all of them, sometimes the model does not split clean and leaves faces behind that aren't split in 2 and they hang over the center delete them and we will fill them later). then I go to the panel on the right click on the wrench, select the mirror modifier(do not select clipping yet). rotate the halved model to get the two halves to make a helmet again, click a to select all faces, click r (rotate) then followed by clicking z 90 to rotate the model on the z axis 90 degrees do as many times as needed to get the model halves lined up. select all faces again click g(grab) and then click on either y or x button depending on which axis the model lines up on, drag the model until the two halves meet and barely touch, go to the panel on the right and go to the mirror modifier you activated earlier and click clipping, go back to the model select all faces again and move the model on the axis that brings the two halves together until they touch and left click the mouse to accept right click to let go. click g again to align the two halves width as need. now you have a symmetrical helmet. that is cleaned up roughly. fill in the holes on the top and chin, I like using the edge button on the bottom next to the cube and vert button. select two edge and click f( it should create a face) or use the vert and select three verts and click f. save your work
still with me.. good. you can skip the top and go to step two below
you will have to study the model and picture the modification in your head or draw it out either way plan. this helmet the visor is flat. it allows us to just create faces by selecting an edge at the top of the visor opening and another one at the bottom( hold shift and right click the edges you want and click f to create a face and fill it in). now you stated that you want a lip inserted and then the visor. you can skip filling it in, select all the edges of the visor opening click e for extrude right click to deselect and click s for scale and move your mouse in until you reach the desired depth left click to accept. the top front and bottom look good but the side are what...with all the edges still selected click g then x or y depending which axis will move the edges left and right, move on the axis until you are satisfied with the way it looks. I exaggerated it for example only. fill in the visor area as before(you can rescale again, move the edges as you see fit or as needed).adjust the sharpeness of the edges as you see fit. save your work.
next select all faces again, go to the t menu(click t) look for the recalculate button and click it(don't click the flip direction button, unless it is needed). under the file button on top click on export and export as an obj, find it in your files and open it with pepakura. I f you find open edges in pepakura go back to blender and fill them fix them as needed. I flip between blender and pep to find the problems, sometimes it is easy(just a straight up open edge) to having double edges and you clicked the wrong edge and made a face with(fun finding these). after you fill in any open edges click recalculate again(it can also be found in the mesh menu tab at the bottom click on it hover to normal and select recalculate outside( the other two are for something else(will explain later what I have used them for but its many different things)) and reexport the file(delete old one if you want) click remove doubles often as well. open in pep and it should be good, unfold and build.
the pictures are in order from start to finish