Military helmet concept art | Rhino + Blender

Hello everyone,
Here to share a personal project and maybe gather some insight.

I was a bit disappointed to realize there were very few tutorials dedicated to making “cool stuff” using CAD software. It’s not surprising: licenses are incredibly expensive, usually owned by companies and not individuals, and they’re made with different purposes in mind.
Nevertheless, considering the huge amount of users, I’d expect at least a few people to make tutorials on different kinds of things. I seem to find more and more people that use these tools for concept art but it still doesn’t seem to be something that’s very talked about.

I’ve wanted to 3D model kickass sci-fi stuff for quite a while now but most of it isn’t particularly “beginner friendly” so I decided to practice first with this military helmet concept. Had no idea where I was supposed to start and it was a learning experience from beginning to end.
(Big props to Kyle Houchens (@theoutside) for the hot glue gun tutorial - believe it or not it was based on his technique that I managed to put together the main helmet shape).

This was modeled in Rhino 8 (minus the goggles, cables and duck tape). It was then rendered+composited in Blender.

I’d be stocked to find more people who use Rhino for this kind of work so if anyone has recommendations please share them!




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cool project and render

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Very cool project!

I assume if you saw the glue gun video, you have seen the others on our YouTube page-

the nernies and greebles video may be of interest to you, although the technique there has been replaced by push pull, the concepts are the same in regards to hard surface detailing.

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there are a few superstars here that do this type of work @FilmDesigner comes to mind 1st- he’s a long term Hollywood pro designer. Check out His stuff. Nice dude that has shared a lot on this forum.

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this guy made some cool stuff not sure if he is active anymore but very impressive skills

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Beautiful work! thanks for sharing.

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I haven’t yet watched it, no. Thanks for the recommendation, I’ll definitely be taking a look. I still have a lot to learn. I’ve compiled a list of resources/courses/videos which I’m studying bit by bit.

Thirtysixverts was an eye opener for sure.

Awesome work, thanks for the recommendation. Definitely inspiring to see that kind of work. I only really knew about @FilmDesigner which is also a very nice inspiration - read all his posts as soon as I found his profile.

(edit: just noticed you were the one to do the heating iron models - you have some really dope portfolio as well!)

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Thanks

Hi @JAO

Wonderful work. I use the same combination Rhino and blender and I also use 3dcoat and Unreal.

One nicety you could do a reticle that is lit up and moves inside the scope. This will look cool as a product render and add a sense of spark to any animation. In Blender you can film yourself with your phone in a dark room, use blenders camera tracking and compile yourself into the image. The camera tracking will move your model in sync with your face.

Did you see the animation of the kid with the military helmet?
I Used PFtrack And Blender To Create AMAZING VFX!

Thanks for sharing and great work!
RM

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That’s nice to know. Love to find out about people’s workflows.
I might just buy 3Dcoat for texturing once I can justify the purchase. Unreal is also fantastic but I’m not sure I’d have practical use cases for it just yet.

And thanks for the video recommendation! I did consider tracking footage to do a VFX shot but that would require more time and learning dedicated to a project that was already taking too long - I rather move on to other modeling projects than spend too much time on a single one.
That kind of stuff is definitely in my plans though so I saved the tutorial for future occasions.

Cheers!

wow! very cool work! Thanks for sharing.

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I would be curious to know what your Rhino to Blender workflow is. What is your preferred export format, settings, any remeshing, etc to get things cleanly and “easily” into blender. Thanks!

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Sure, the workflow itself is pretty straightforward (and a work in progress). I’ll try to explain the logic used for this project below:

Modelling:
Before even finishing the 3D model, I’ll keep in mind how things will be worked/exported to Blender. For example, a sphere with a cylinder going through it may be easier to adjust/export/UV unwrap individually rather than boolean union them together into a single object (even if it’s more “technically” correct).

This is also why you shouldn’t add micro-bevels to every edge: it makes it harder to adjust the mesh later on, it makes them much heavier and you can often smooth all the edges in the render rather than physically modelling each one.

I keep this in mind when modelling details. Sometimes I rather group solids than to boolean union them.

Export:
The format I use is FBX with 1) welded vertices, 2) no triangulation (better yet exporting with n-gons), 3) good enough resolution (so that curved surfaces remain smooth but not too much that it slows down performance unnecessarily or makes adjustments difficult).

Exporting from Rhino as STP > importing into MOI 3D > and exporting as FBX gives me the cleanest, most usable mesh I can get - I pretty much don’t need to do any clean up or remeshing and it’s still easy to UV unwrap. You don’t get those typical nasty CAD meshes.

(I use MOI because it allows for great control when exporting meshes but you can do without it. I export each part/sub-assembly individually because each part requires different levels of detail.)

Remeshing:
Not done unless I really need it. I’ll only do it if I need/want the mesh to have perfect topology or there are weird shading artifacts. Usually this is not a problem as I only do still renders and don’t need it for game assets or complex mesh deformation/animation.

When I do unwrap, I’ve had great results with the Quad Remesher plugin. There’s other free plugins and these are just nice extras to have.

Even though I don’t typically remesh, I may do some quick cleanup to remove unnecessary vertices and or fix minor shading artifacts.

Texturing & UV unwrapping:
With a mesh with decent topology (easy with MOI!) it’s easy enough to UV unwrap without having perfect quad topology (specially for this kind of industrial/hard surface models).

I use “Smart unwrap” for everything I can and manually UV unwrap the rest. In Blender, it’s even possible to automatically select all the sharp edges and mark them as seams, which is almost like an instant UV unwrap.

Extras and closing thoughts:
There’s lots of things which are easier done in Blender (cables, string, cloth, duct tape, zip ties, etc.) Evaluate what each program does best and work accordingly.

As of right now I’m testing out a workflow to bridge Blender and Rhino together so that I can work on the same 3D model on both programs so I can (hopefully) work much faster and be less limited by certain workflows. I’ll still need to do an entire project with it to perfect it.