When you model rounded objects, such as the helmet in this tutorial, we recommend that you avoid using a sphere as a starting point.
The following illustration shows the polygons that make up a sphere. The top and bottom of the sphere comprise triangular polygons whose vertices tend to pinch together at the pole. This can lead to problems later on.
Top of sphere with vertices pinched together at its pole
It is therefore best to model a rounded object, other than an actual sphere, using quadrilateral polygons only. You will use this technique in this lesson.
Create the basic helmet shape:
Currently, the pivot point is at the base of the object. You need to set this point to the center of the box so you can manipulate the object more easily.
The box now rotates around the object’s center of mass.
The center of the box is now at the center of the world coordinates (the origin).
Turn the box into a sphere:
After you press F4, the Shading viewport label should show “Realistic + Edged Faces.”
Box with Spherify modifier applied
The object is deformed into a spherical shape, but retains its geometric composition of easily editable quadrilateral polygons.
You need only a hemisphere to create the helmet, so next you will delete the lower half of the box and deform the remaining polygons into a conical shape.
Refine the shape:
By default, when you start 3ds Max, a minimized version of the ribbon displays directly below the main toolbar.
If you don't see the ribbon, then on the main toolbar, click (Toggle Ribbon).
Most of the ribbon tools are inactive, since no editable polygon object is selected in the scene.
The selected object is now an editable poly, so the ribbon updates to display a range of polygon-editing tools.
Region-select all the vertices in the lower half of the object (but not the equator).
To "region-select" geometry means to drag the cursor so objects within the drag area are selected. The default selection shape is a rectangle; there are other options you can choose.
Dragging a rectangle to select the lower vertices
Lower vertices selected
Press Delete.
You now have a hemispherical dome for the helmet.
Lower vertices deleted
Next, you will give the object a slightly conical shape.
Top vertex after transformation in Z
Notice that only the polygons that share the vertex are deformed. You need to use Soft Selection to involve the adjacent vertices and polygons as well.
Use Soft Selection to shape the helmet:
When Soft Selection is active, 3ds Max displays the Soft Selection controls on a temporary panel named "Soft" to the right of the existing ribbon controls. If there's not enough room on the ribbon for all of the controls, the panel shows only its title, and you need to click the panel to open its controls.
Next, you will use the MeshSmooth tools to smooth out the helmet surface.
This option takes each polygon and divides it into four, making a smoother, more detailed geometry.
Save your work: