Design of a face mask

andrea_cipri
Participant
Participant

Design of a face mask

andrea_cipri
Participant
Participant

Hello to everyone,

 

I am trying to design the face mask from this picture

 

ArkhamCity_Nightwing.jpg

 

I would like to then 3D print it for then make the mold and cast it in urethane rubber, so even if the print would be rigid i don't care since it would be then in rubber. I'm doing this to realise a collectible arsenal set.

 

The problem is that I don't know how to start with this... I tried starting from a cube and then bringing it to shape, or making the spline shape and then extrude and things like this... but I am never happy with the result.

 

Any suggestions or tips for designing this?

 

Thank you very much for the help to everyone.

 

Andrea

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Anonymous
Not applicable

@andrea_cipri wrote:

@Anonymous

 

As Phil said if you prep the surface there is no problem for the lines. You can either use the XTC-3D from smooth-on and then sand it a bit, or just sand the master from the beginning.

 

@PhilProcarioJr

 

The video about how to make the new fusion 360 logo is quite interesting and I think I'll start with that technique and see what happen. I also read your thread and that man it's quite an impressive work... I'm lightyears far from be good 1/10 of what you showed there.

 


I know little about 3D printing apart from some things I saw printed with ninja flex, and the printers I saw @PhilProcarioJr house last week. 

I do know I want one badly. 

@andrea_cipri

There are other ways of getting meshes. Have you got a Xbox and a  Konnect? 

That setup proved to be unless for what I wanted (hence getting involved with a faro V6). But we did get some good results scanning the family's heads with the idea of making busts of us all one day. For that application the Konnect based scanner worked quite well. Plus it seams you have the printing sorted out. What printer are you using? 

@TrippyLighting.

I didn't realise you could draw directly onto a Tri mesh! I supose you would edit the base mesh to just the areas you need to make your model on in this case. Does fusion treat the mesh as a plane? Or would it look at each and every Tri face? 

 

I love this kind of discussion. Working like this is just what I wanted to do.

Back to study for me. @PhilProcarioJr every chance I get to do study I do! 

 

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PhilProcarioJr
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@Anonymous

"I didn't realise you could draw directly onto a Tri mesh! I supose you would edit the base mesh to just the areas you need to make your model on in this case. Does fusion treat the mesh as a plane? Or would it look at each and every Tri face? "

 

 

 


Phil Procario Jr.
Owner, Laser & CNC Creations

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andrea_cipri
Participant
Participant

@PhilProcarioJr

 

Wow, that's interesting Phil.

 

I have this head model, of course is not my head, but a standard one made from Cinema4D

 

@Anonymous

 

I'm using an Ultimaker 2 at the local makespace (I live in Cambridge, UK), but I'm planning to buy a Lulzbot TAZ 6 😛

 

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Anonymous
Not applicable

@andrea_cipri wrote:

@PhilProcarioJr

 

Wow, that's interesting Phil.

 

I have this head model, of course is not my head, but a standard one made from Cinema4D

 

@Anonymous

 

I'm using an Ultimaker 2 at the local makespace (I live in Cambridge, UK), but I'm planning to buy a Lulzbot TAZ 6 😛

 


Oh your local then! I'm down in Southampton! 

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andrea_cipri
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Participant

@Anonymous

 

Yes "local", from my name I think is easy to understand I'm not english (probably even from my level of english) hehehehehe 🙂 ... I'm Italian and here in UK for work 🙂

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Anonymous
Not applicable

still locaL! LOL! 

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andrea_cipri
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Participant

@PhilProcarioJr

 

Hi Phil,

 

Can I ask you if you can reduce the number of polygons to 10,000 in my head model? I don't have a licensed software (I mean paying for the license) since I am just an occasional user of this kind of software... I tried with meshmixer but it's more a mess-mixer... and it's making already a lot of triangles and it's quite hard to draw on it... for example comparing to your bone model that start as quads and with BRep than it just divide the quads in triangles being even and well distibute, meshmixer directly change the quads that I have in triangles when I low the polygon number.

 

Let me know, you find the model attached here and it's a .obj file.

 

Thank you very much.

 

Andrea.

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TrippyLighting
Consultant
Consultant

I am sure Phil could do that.

I am sure he would do that.

However, if you want to learn something, then here's a link to MakeHuman offering an alternative solution. MakeHuman is a FOSS effort and for modeling anything human it's likey the de-facto standard.

 

Here's how I'd approach this:

  1. Create a model with Makehuman, maybe somewhat resembling my facial features (it is really fun playing with all the different features 😉
  2. Export as .obj.
  3. Import in Blender (because face count may exceed 10k polygons. Not sure though) , remove everything unneeded and re-export again as .obj.
  4. Import into Fusion 360 and convert to T-Spline.

 

This yields optimal topology and a lightweight T-Spline that is a joy to work with.

 

 


EESignature

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andrea_cipri
Participant
Participant

Thanks TrippyLightning 🙂

 

I'm looking right now to website and I think I'm going to download it now 🙂

 

In any case I hope Phil will have time to do the polygon reduction 🙂

 

Even if it's not blender, but it's Cinema4D do you think would be the same? Or blender works better?

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andrea_cipri
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@TrippyLighting

 

Thank you very much Trippy, I did a quick trial with make human and worked pretty well 🙂

 

I did a standard male body to have a quick file to try, exported as .obj then I removed everything I didn't need in Cinema4D leaving only the full head with a bit of neck and I was below 10K polygon (all quads). Then imported in Fusion 360 and converted the mesh to BRep and everything went fine 🙂

 

I didn't know that software at all, and it's quite funny and interesting. I'll definitely play a bit more with the shape of the human body.

 

I'm still curious to see what can Phil make to see how much different from make humans would be the result.

 

Thank you to all of you guys for the huge help 🙂

 

As soon I finish the mask I'll post the result here.

 

Andrea.

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PhilProcarioJr
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@andrea_cipri

Do you still need the polygon count lowered on your head model? Sorry I didn't respond sooner, my family had all my attention over the weekend.

I would like to point out that you can not draw on the surface of anything, you can only snap to existing vertices and lines. So for me I wouldn't use the head model the same way you are thinking of using it....



Phil Procario Jr.
Owner, Laser & CNC Creations

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andrea_cipri
Participant
Participant

@PhilProcarioJr

 

Hi Phil,

 

No need to be sorry, no problem, family first 😉

 

Yes I would like to have your version of the head if that is not a problem for you. So I can compare it with the makehuman version.

 

I was thinking to create the mask surface snapping the tspline points on the head, so I have the general shape. than as you were doing in the beginning generate the faces and use the previous surface to align it since the faces would be a flat version of the mask. I hope to have been able to explain myself. I have not idea if this is going to work or not but I'll try.

 

In case I'll come back here with my doubts and problems 🙂

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itpurchases
Observer
Observer

Hello, I am have a problem when i go to extrude or edit form it goes to my point of origin automatically. Can some maybe shed some light on this?

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