In this lesson, you will work in symmetry mode on half the helmet. This way, any changes you make will be perfectly mirrored on the other half.
Set up the lesson:
Polygon Modeling panel, click Modify Mode.

When active, Modify Mode makes the entire array of Graphite Modeling Tools available.
Add the Symmetry modifier:




This selects half of the polygons based on the object's Y-axis orientation.

The polygon selection is inverted. The new selection comprises the polygons you'll remove.
You will now add a Symmetry modifier to the remaining polygons so that their geometry can be mirrored.
Mirror Axis group, choose the Y option and turn on Flip.

This properly orients the mirrored half of the helmet.
Notice how the ribbon displays a limited set of modeling tools. This is because the Symmetry modifier is active.

Now the editable poly object is active again, and the ribbon displays an expanded set of tools for polygon editing.
The mirrored half of the helmet is hidden in the viewport because with the polygon-editing controls displayed, you are editing the source polygons only.

Subdivide the seam and rim faces to extrude:

.


3ds Max selects all edges parallel to the first one, in a ring around the object.


3ds Max draws a single loop of edges around the selected edges. It also displays the “caddy” controls for the Connect tool.
(When you Shift+click certain tools on the ribbon, 3ds Max displays the caddy controls for that tool.)

By default, the loop is placed in the center of the selected edges, but the negative Slide value you will specify in the next step will position it to the left of center.

Edge slides to the left
Modify Selection panel, click
.
The Ring tool automatically selects all the vertical edges.

(Connect).
Once again, 3ds Max displays the caddy controls for the Connect tool.


(Show End Result) to see how the Symmetry modifier has added a mirrored portion to the helmet.

The Symmetry modifier is removed and all the mirrored polygons are integrated into the model.
Select the helmet seam and rim:
Polygon Modeling panel, activate


Because Loop Mode is on, 3ds Max selects the entire loop of edges along the helmet ridge.

3ds Max adds the rim edges to the ridgeline selection.

Polygon Modeling panel, activate
3ds Max selects all the polygons adjacent to the edge selection.

Extrude the helmet seam and rim:

3ds Max displays the caddy controls for the Extrude tool.



Polygon Modeling panel, click
Next you'll smooth the object. While the Editable Poly object has smoothing tools such as NURMS subdivision, you'll use the new OpenSubdiv modifier instead. OpenSubdiv has options, such as creasing, unavailable with other tools.
The model is subdivided and smoothed using the default Iterations value of 1.

As long as Edged Faces is on, you'll still see the underlying geometric structure; that of the original editable poly object. To see the actual subdivision resulting from OpenSubdiv, turn off Isoline Display, also on the General Controls rollout.

Helmet with middle seam and rim extrusions
In the next lesson, you will add creasing to create a less rounded extrusion to the rim and ridge.
(Remove Modifier From the Stack) to delete the OpenSubdiv modifier. You'll add it again later on.