# Modeling a helmet with NURBS and the Boolean modifier

## Video: Modeling a helmet with NURBS and the Boolean modifier

So let's make a helmet for Captain Knowledge, and we are making helmets in rounded shapes. It's a lot easier sometimes to model with NURBS Surfaces. Blender supports a whole bunch of different NURBS Surface primitives that we are going to use and we are going to start with this NURBS Sphere. So we'll position the NURBS Sphere roughly in right positions, go ahead and start scaling a little bit to get into the right shape here. I'm working in this view. Here I'll scale in the X direction by pressing S-X and scaling it down, so that we follow the roundness of his head.

## Modeling a helmet with NURBS and the Boolean modifier

So let's make a helmet for Captain Knowledge, and we are making helmets in rounded shapes. It's a lot easier sometimes to model with NURBS Surfaces. Blender supports a whole bunch of different NURBS Surface primitives that we are going to use and we are going to start with this NURBS Sphere. So we'll position the NURBS Sphere roughly in right positions, go ahead and start scaling a little bit to get into the right shape here. I'm working in this view. Here I'll scale in the X direction by pressing S-X and scaling it down, so that we follow the roundness of his head.

We want to make sure this thing is centered. So I'm going to press N and change the Location X to 0. I guess while we are at it, I might as well go ahead and type in Helmet here because that's the name of the object. And now when we tab into Edit Mode to make our final adjustments to the shape, you can see that this isn't a mesh object. This is actually a computed surface and the shape of that surface is defined by these control points. And if I move the control point, Blender recalculates what the rest of the surface should look like.

So working with a NURBS Surface, instead of having thousand vertices to play with and get misaligned and all of that, All I have to do is work with these control points to control the overall shape of the mesh. I'm going to start and work my way counter-clockwise around his head. Just dragging these control points so that the whole mesh deforms to the outline here. So now we have a great head shape here, and the curve here matches the shape that we want the helmet portion to be.

Down here I really don't care. I'm going to be cutting those away. Now I'm ready to cut away the portion that I don't want. Now in order to cut it away I need to convert this first to a mesh object. So I press Alt+C to convert it. The other way to convert an object is to go Object > Convert Object Type. And now if I tabbed into Edit Mode, I would see that Blender has converted this NURBS Surface into a whole bunch of vertices and a real mesh that I can do further editing on. Now the way you cut out a section of an object using another object or another surface is to use the Boolean Modifier.

And the Boolean Modifier modifies one object according to another. So let's go ahead and add that other object and you can use any kind of object, doesn't really matter. I'm going to go ahead and use another NURBS Sphere. And what we want to do is position this sphere so that it cuts away the portion of the helmet that we do not want. So if I worked in Edit Mode here, I can grab and move this NURBS Sphere forward. As I do, you can see that it would be cutting more and more of the helmet away, or these two intersect is what's going to be cut away.

All right, so let's tab out of there, now we select our helmet and we are going to name this object cut. So bringing that up, I'll just type it cut, keeps it simple. Add the Boolean modifier to your helmet and type in the name of the cutting object, which is in this case cut. It tells me I have to make it a mesh, okay, there. The Boolean Modifier has three modes where it can compute the intersection between two objects and make a mesh of that.

It looks like that intersection. Or the union, which is both of them together or in this case what we want is the difference between the two. So wherever the cutting mesh is, it's going to cut away portions of the helmet. Now this Boolean Modifier is dynamic, if I would grab this around and move it, I'm changing the direction and the location of the cut. And I can show that by hiding my cut, and as you can see, I now have a cut away portion.

If I move the helmet around, I can change the dynamics of the cut. I'm going to drop that in place. So now if I look at this, I can see where the cut is actually going to happen on the outside of this sphere. And I like that. I like that very much. So we are going to go ahead and I think that follows the curve pretty well. So we are going to go ahead and apply this modifier. And that makes those changes permanent to this mesh. Now this mesh is permanently cut. Now we don't want all of this part here that was created and by the modifier, we are going to go ahead and cut that away.

So to cut that away, we tab into Edit Mode and start selecting vertices, I can use bb, select all these vertices that we don't want. While I'm at it, I can box select the X to Delete when we think we have gotten all of the right ones selected but not too many. I can now pick off this trace. A lot of times too it's easier to delete in small groups, make small changes. You can always undo if you find that you have deleted too many, X to Delete.

So now we are ready to make our fine tune adjustments by grabbing this back vertice here because we want to stretch this down. So we are going to use O to go into Proportional Editing Mode and now when I press G, I have my circle of influence. And all of the vertices that are within that circle are influenced by the move action. So I'm going to grab a couple here, press G and now it stretches them right into position. I can grab some around in the back, and grab those down.

It's great for editing smooth surfaces because the Proportional keeps everything proportionally moving. And the results of the edit are a nice fine smooth mesh. We have got something funny going on here with the front, so we'll fix that a little bit. Take Proportional Mode off, O and then G to grab and move. All right, so now when we go back and we have put in our Mirror Modifier, the last thing I would like to tell you about is recall that this was oriented on its side, so the Z direction was left and right.

So we are going to use the Z-axis now. Notice it hasn't joined it in the middle, and that's because when I converted it, the longitude line didn't quite match up at the equator. That's just the way NURBS Objects are converted. Now I could go into Edit Mode and move this over, but the issue is with a curved surface right here because it wasn't exactly at center. The tangent is not exactly 90 degrees and so if I smoosh this together, I would end up with a seam in the middle that you could see.

So what I'm going to do instead is increase the Merge Limit to 0.1 and now I have told Mirror that any vertice that's within 0.1 Blender units of center will go ahead and be merged over. And that creates a nice smooth transition. So now we have our nice smooth helmet using NURBS Surfaces and the Boolean Modifier.

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#### This video is part of

Blender Essential Training

131 video lessons · 24889 viewers

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1. ### Introduction

12m 5s
1. Welcome
1m 16s
2. Using the exercise files
58s
3. Using Blender's full capabilities
4m 16s
4. Getting and installing Blender
3m 8s
5. Mouse and keyboard differences on the Mac
2m 27s
2. ### 1. The Blender Interface

1h 6m
1. Blender oddities
7m 38s
2. Introducing the User Interface, Console, and Render windows
3m 8s
3. Configuring the desktop for an efficient workflow
6m 27s
4. Using the mouse and tablet on a PC or a Mac
5m 7s
5. Acquiring keyboard skills
7m 38s
6. Window panes and types
7m 53s
7. Exploring the default scene
5m 53s
8. Setting themes, UI colors, and user preferences
4m 0s
9. Understanding how to safeguard your data with autosave and backups
6m 52s
7m 27s
11. Using the open-source movies and assets
4m 18s
3. ### 2. Modeling

2h 7m
1. Working with objects in 3D space
6m 24s
2. Navigating 3D views
4m 23s
3. Understanding Blender modes
1m 51s
4. Understanding meshes
2m 8s
5. Editing a mesh
3m 28s
6. Using the Mirror modifier
2m 55s
7. Working with Vertex groups
2m 35s
3m 52s
9. Working with text objects
5m 23s
10. Using reference images
3m 38s
11. Modeling boots by extruding circles and joining meshes
8m 59s
12. Applying the Mirror modifier to duplicate the boot and rotate
1m 58s
13. Modeling a helmet with NURBS and the Boolean modifier
7m 14s
14. Modeling a belt and pants by making a compound object from multiple primitive objects
3m 51s
15. Modeling legs by using edge loops and the Knife tool
6m 9s
16. Modeling a chest and arms using edge loops
5m 30s
17. Stitching the shoulders and neck
5m 13s
18. Modeling hands with the Proportional Editing tool
9m 4s
19. Linking vertices to create knuckle joints
4m 7s
20. Reinforcing modeling basics to create the face, eyes, nose, and ears
13m 6s
3m 54s
22. Sculpting basics
3m 3s
23. Using the Subsurf modifier to smooth
2m 34s
24. Parenting
2m 7s
25. Working with groups
2m 1s
26. Understanding the endless possibilities for editing mesh with modifiers
2m 37s
27. Duplicating objects using the Array modifier
1m 54s
28. Modeling a set
7m 52s
4. ### 3. Lighting

39m 41s
1. Lighting overview
4m 25s
2. Using the Omni lamp
4m 50s
3. Working with the Area lamp
2m 57s
4. Using the Spot lamp
4m 9s
5. Using the Sun, Sky, and Atmosphere lamps
4m 51s
6. Using the Hemisphere lamp
2m 3s
7. Working with Ambient and Radiosity lighting
7m 34s
8. Lighting with three-point and other multipoint lighting rigs
5m 30s
3m 22s

1h 21m
1. Realism overview
2m 56s
2. Creating a world in less than seven days
6m 36s
3. Applying ambient occlusion
3m 47s
4. Working with basic materials
3m 24s
5. Working with node materials
4m 27s
6. Applying Pipeline options
2m 51s
7. Painting vertices
3m 13s
7m 59s
9. Using mirrors
4m 41s
10. Working with transparency
4m 28s
11. Using halos
2m 40s
12. Simulating with Subsurface Scattering (SSS)
4m 26s
13. Applying textures
9m 34s
14. Mapping image textures to an object to create a decal
4m 19s
15. UV unwrapping
4m 54s
16. Applying multiple materials to a single object
3m 31s
17. Painting in 3D
4m 14s
18. Using bump maps
3m 14s
6. ### 5. Animation

1h 25m
1. Understanding animation
4m 14s
2. Keyframing objects
6m 15s
3. Keyframing materials
3m 14s
4. Creating Shape keys
2m 28s
5. Creating Facial Shape key animation using reference video
2m 12s
6. Animating by combining Shape keys
2m 53s
7. Working with lattices
3m 37s
8. Using hooks
1m 30s
9. Working with Vertex groups
2m 33s
10. Creating armature objects
3m 44s
11. Mirroring armatures for bilateral creatures
3m 43s
12. Attaching mesh to the armature by way of skinning
5m 7s
13. Posing a character
4m 43s
14. Using inverse kinematics
4m 29s
15. Creating a walk cycle with inverse kinematics
6m 34s
16. Completing the walk cycle
3m 49s
17. Limiting range of motion and degrees of freedom
3m 47s
18. Managing actions using the Action Editor
3m 52s
19. Blending actions together using the Non-Linear Animation Editor
4m 34s
20. Tracking
3m 2s
21. Following a path
2m 21s
22. Mimicking an existing animation
3m 47s
23. Using the grease pencil
2m 56s
7. ### 6. Simulation

50m 43s
1. Understanding particle systems
2m 20s
2. Working with game engine physics
3m 52s
3. Spewing particles
7m 25s
4. Guiding particles
3m 43s
5. Creating reactions and collisions with particle systems
3m 15s
6. Creating hair and fur
4m 25s
7. Grooming hair and fur
3m 26s
8. Jiggling and squishing soft bodies
3m 43s
9. Simulating cloth
6m 10s
10. Simulating fluids
5m 47s
11. Using boids to simulate swarms, schools, and flocks
6m 37s
8. ### 7. Rendering

21m 29s
1. Using Render controls
6m 18s
3m 31s
3. Stamping text on video
2m 32s
4. Setting up test renders
4m 43s
5. Rendering image sequences
4m 25s
9. ### 8. Compositing

1h 5m
1. Viewing node thumbnail images on certain Macs
1m 31s
2. Overview and integration
2m 12s
3. Render passes and layers
4m 27s
4. Using Input nodes
6m 22s
5. Using Output nodes
3m 54s
6. Working with Color nodes
4m 29s
7. Color mixing and layering
3m 27s
8. Using Distort nodes individually and in combination
7m 15s
9. Using Vector nodes
6m 46s
10. Creating effects with Filter nodes
8m 49s
11. Using Converter nodes
6m 7s
12. Chroma keying with Matte nodes
6m 15s
13. Understanding node groups and reuse
4m 17s
10. ### 9. Sequencing

38m 43s
1. The Video Sequence Editor (VSE)
11m 47s
2. Integrating audio
3m 31s
3. Using VSE Greenscreen and other plug-ins
5m 40s
4. Integrating the Compositor with the VSE
7m 50s
5. Layering and splicing video
6m 18s
6. Speeding up and slowing down sequences
3m 37s
11. ### Conclusion

5m 26s
1. Putting it all together: Captain Knowledge visits lynda.com
5m 12s
2. Goodbye
14s

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