# Joan of Arc - Part 8 - Modeling the breastplate

id_image2.gif

id_image3.jpeg

id_image4.jpeg

This time, we are tackeling a large piece of work, with the sword it is undoubtedly the object most difficult to model of
this tutorial.

Make a Cylinder Primitive for the top, with 8 side dimensions. Position as on the image and Adjust its proportions.

id_image5.gif

id_image6.gif

Extrude and make Bevel on the polygon of the top, made then a withdrawal move.

id_image7.gif

id_image8.gif

Erase the central polygon, and extrude downwards in the axis of the object, i.e. by activating the Local co-ordinates.

d_image11.gif

d_image12.gif

Make a series of Extrude/Bevels by preserving the same values.
Finally remove the central polygon.

d_image13.gif

d_image15.gif

As we continue it is easier to erase half of the object and make a mirror copy.

In the back, extrude the edges like opposite.

d_image20.gif

d_image21.gif

In the same way laterally, then adjust the vertexes so that surface follows the top of the body.

d_image22.gif

d_image23.gif

d_image24.gif

Extrude edges and adjust the vertexes as shown, in front and behind. Weld the vertexes at the junction of the faces.

d_image25.gif

d_image26.gif

Continue with Extrutions to form the dimensions as shown.

d_image27.gif

d_image28.gif

Lastly, complete the outer limits of the armour, always with edge extrudes.

Extrude the front part towards the neck.

d_image33.gif

d_image34.gif

d_image35.gif

Insert a edge with Cut in bottom of the back and build the grid as shown.

Insert the edges vertically.

Lastly, select the 2 vertecies in red and weld them into one.

d_image37.gif

d_image38.gif

d_image39.gif

Build the polygon to connect the front part to the neck.

Insert with Cut the edges all around the neck.

One now will model decorations on the front of the armor.

For that select a face and with shif+Move make an Element copy.

Position there on the chest just away from the body.

d_image42.gif

d_image43.gif

d_image44.gif

Then extrude the edges to make a snake of faces, for the point at the end, use Collapse Edge.

Adjust in the user view the vertexes to have a harmonious curve as shown.

d_image45.gif

d_image46.gif

d_image47.gif

Insert a vertex with Divide into the edge, and continue to extrude the two curves.

The final result depends entirely on the care which you take to build this foundation, therefore try to spend some time here.

d_image48.gif

d_image49.gif

Insert into the model central edges with Cut, after having activated the 3DSnap in MidPoint mode.

Insert two new divisions here.

Lastly, insert a vertex with Divide and make visible the edges in red.

d_image52.gif

d_image54.gif

Extrude the edges to build the point.

Insert a vertex, then make visible the edges in red and the dotted red one invisible. (high right).

Lastly, with Edge Cut , insert a division into the model by activating the 3DSnap MidPoint.

d_image56.gif

d_image57.jpeg

d_image58.gif

d_image59.gif

Finally to finish the decoration, add a triangle by extruding the edge and by collapsant it.

Then make visible both edges like on the right.

Now it remains to build the faces to connect decoration to the remainder of the armour.

Go for as many quads as possible (rather than triangles)

Apply Meshsmooth to check the surface quality.

Possibly make any necessary vertex adjustments.

Here the smoothing is not perfect so I added a vertex and arranged the edges.

To improve the surface of this part, insert the edges in red with Cut.

Make invisible the edges shown in dotted lines.

As usual, do not make vertex adjustments in the meshsmooth level

d_image67.gif

d_image68.gif

d_image69.gif

Select the faces in red and then Extrude/Bevel.

d_image70.gif

d_image71.gif

Erase the the faces shown in red before following the last extrusion.

They are not necessary as you will see when joining the two halves of the armour.

Extrude with Shift+Scale the faces opposite.

d_image73.gif

d_image74.gif

Select the faces like on the left, apply Make Planar to have a quite plane surface.

Extrude as on the left

Then angle the Faces with Rotate on Y.

d_image75.gif

d_image76.gif

d_image77.gif

View the body against the amour and adjust the vertexes to increase the area under the armpitt.

d_image78.gif

d_image79.gif

Select the faces in red.

d_image80.gif

d_image81.gif

Extrude as opposite.

d_image82.gif

d_image84.gif

d_image83.gif

Weld with Weld Target the 4 vertexes at the bottom to have a connection as shown in the image.

Finally apply Make Planar to the faces to have plane surfaces.

Simplify the geometry by welding the interior vertexes as shown opposite.

d_image89.gif

d_image88.gif

Insert a series of edges in front of and behind and move the vertexes to make an edge (use move with local axis selected)

d_image91.gif

d_image92.gif

Move the edges in red towards the outer edge as shown.

d_image2_2.gif

d_image3.gif

For the armour of the arm, start from a primitive cylinder with 8 dimensions, apply a rotation of 22.5° and adjust whilst compared to the arm like above.

With a uniform scale, adjust the size of the face in red.

Make a series of Extrude/Bevels like opposite.

Adjust the new polygon as shown.

d_image9_2.gif

d_image10.gif

Another a series of Extrude/Bevels. Adjust the resulting polygons once more.

d_image11_2.gif

d_image12_2.gif

In the same way make these two extrusions.

d_image15_2.gif

d_image16_2.gif

d_image18.gif

Make an Extrude/Bevel and a rotation for face.
For with dimensions, make non-uniform Scale on the polygon to narrow its section along the Y axis

d_image20_2.gif

d_image19.gif

d_image21_2.gif

Make Extrude/Bevel.

d_image24_2.gif

d_image25_2.gif

d_image23_2.gif

Finally to finish, three Extrude/Bevels with the shown edges to form the interior part.

_image31.gif

_image30.gif

d_image29_2.gif

Here are the Crease values for the Edges in Meshsmooth.

d_image26.jpeg

d_image27.jpeg

d_image28.jpeg

Finish the adjustments with the low poly cage to have a good alignment between the armour of the arm and the armour of the bust.

_image37.jpeg

_image35.jpeg

In the same way weld the two parts of the armour that for the body.

Here it is necessary to weld the object before setting the Crease weights.

If one adjusts them on a half, after Attach the order of the edges in memory is modified and then the Creases are found a little everywhere on the mesh...

Values of Crease.

In addition to Crease, on the vertexes here on the decoration, Weight is added to accentuate the round-off.

Value of Crease (continued).

The armour of the bust finished in iteration 2.