Side project update which is tangentially related because Halo Reach and I'll be making two of these.
Who likes buckets?
Schankerz does! That's one person at least so it's definitely worth a post.
Here's a
Halo Reach Mark V (B) CNM Variant based on a mix of in game models and concept drawings. I elected to do a mix of smooth real world curves and sharp angles that appear on the Reach in-game model.
Everything to do with the model was built in Fusion 360 and then the final preps were done in Meshmixer to make the final forms wearable and watertight for printing. I wanted to do a time lapse video of the modeling process but some sections were really fiddly and redone two or three times which doesn't make for good video since I'd rather folks not potentially learn some of my bad habits. Instead you get a picture play by play!
For helmets/objects that have low-poly versions in The Armory I use the base .obj to build up a rough form along with attached canvases in various views to check the shape matches the form of the in game model. Base objects that I use are Quadballs in the Fusion 360 Sculpt workspace and through adjusting vertexes and edges I can press and pull into a roughly shaped potato. This T-Spline potato is converted to a BRep potato to be worked on in the Model workspace.
Using the roughly shaped digital potatoes I can either add or subtract material and start defining features. The usual workflow is to create a construction plane, sketch and then extrude the bodies to make things look really cool. For some objects setting up "rails" as guides to build a sweep cut is the best way to get a nice smooth section. For this helmet everything was mirror symmetric across the center which meant that there was the easy approach of only cleaning up one half of the helmet and then creating a mirror object, combining and exporting a "finished" .stl file to take to Meshmixer.
In Meshmixer first we take the solid bucket form and use the Hollow command, set the desired wall thickness of the finished helmet and wait while the CPU cries computing ~900k triangles (I totally exported everything in highest possible resolution because lol). From there we have basically a giant water balloon with a big cavernous center, cue a neck-like shape to split the balloon open. Using Boolean Difference the two shapes are combined creating a nice smooth form to slide your head into.
And there you have it, a big ol' fancy bucket.
Now to print two of these, one for
Schankerz and one for me to have helmet options for my Spartan III. Printing and painting updates to come.