Halo Infinite GEN III Master Chief MK VI/ VII


The Makyr

Member
For my second project. I’ll be making the Mark VII suit from Halo Infinite. I really love the look of this and it’s def gonna be the most comfortable suit design from the looks of it.

So far I’m making good progress on the legs and just printed moe’s mk vii helmet! Feel free to comment, this is the second suit I’ve ever 3D modeled so any opinion on how to improve this would be a big help!
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N8TEBB

Member
I just got to this thread today and I saw all this work you did and it looks amazing! But then you're like "and for my next trick" as if the first suit wasn't cool enough already. Can't wait to see the updates on both of these projects because they look ASWEOME!
 

PokProps

Jr Member
Here’s a little update for my first Infinite Chief suit. Not much different from previous posts but it’s much much closer to completion. Still need to repaint some parts and finish the helmet and padding. Proper strapping will probs take the most time so it’ll be awhile before I get to do that. And I may end up merging this thread with another build. View attachment 301923


Spartans IVs next to Spartan IIs lol View attachment 301924
The armor looks so cool. may I ask what paint you used for him?
 

The Makyr

Member
Just finished the legs and I’m super happy with how it turned out. It was a big technical challenge to do this in fusion 360 but when I figured it out it was worth all the time I put into it. And I gotta say I’m impressed with the level of detail and accuracy you can achieve with this program. I’m glad I can use f360 for both practical designs and cosplay/ props. Looking forward to building the upper body and armor attachments soon


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The Makyr

Member
Well done MasterChief7117!
Are you operating mostly in the Model environment? Those faces are awfully clean in comparison to some of the things that I get out of the Form environment for smooth armour parts.
Yep I am. About 80% of my work is solid modeling while on the other hand I used the sculpt modeling space for achieving the general shape of the thigh and the rear portion of the calf since the shapes were more organic. For the rest of the parts (majority of the work) the loft, sweep, and intersect tools became my best friend lol.

There’s another weird trick you can do in fusion 360 that I just recently learned about, I thought this feature was completely outside of the box for fusion but apparently there’s a way to make 3D sketches and make use of the patch tools. I’ll probably experiment on this more when I start building the upper body and give some light to it in the future.

Also thanks! Glad you like it, I’ve been learning a lot from your thread too!
 

Hein B287

Member
There’s another weird trick you can do in fusion 360 that I just recently learned about, I thought this feature was completely outside of the box for fusion but apparently there’s a way to make 3D sketches and make use of the patch tools. I’ll probably experiment on this more when I start building the upper body and give some light to it in the future.
this is a supercool feature. i used this one in inventor as well for my own bucket (need to get back to that one at some point)

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this video might be of some help, although i had to slow it down to a crawl to follow his workflow.
 

TurboCharizard

Division PR, RXO and BCO
Division Staff
405th Regiment Officer
Member DIN
S068
Yep I am. About 80% of my work is solid modeling while on the other hand I used the sculpt modeling space for achieving the general shape of the thigh and the rear portion of the calf since the shapes were more organic. For the rest of the parts (majority of the work) the loft, sweep, and intersect tools became my best friend lol.

There’s another weird trick you can do in fusion 360 that I just recently learned about, I thought this feature was completely outside of the box for fusion but apparently there’s a way to make 3D sketches and make use of the patch tools. I’ll probably experiment on this more when I start building the upper body and give some light to it in the future.

Also thanks! Glad you like it, I’ve been learning a lot from your thread too!
The surface modelling of the Form and Surface workspaces combined is really powerful and I highly recommend everyone to force themselves into giving it a try to learn some more tricks in generating complex shapes. You're killing it with the tools you're using right now, I just want to see what crazy things you can make with even more techniques at your disposal :p
 

The Makyr

Member
this is a supercool feature. i used this one in inventor as well for my own bucket (need to get back to that one at some point)

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this video might be of some help, although i had to slow it down to a crawl to follow his workflow.
This is exactly what I’m talking about. I’ve seen this video before actually and was contemplating on getting Inventor (I still plan on doing so). The surface modeling features for inventor imo beats fusion since it’s more flexible when it comes to 3D sketching, almost similar to what you can do with blender.
However there is a way to do the same with fusion, the thing is that it’s not a built in feature so it requires a bit of playing around to get it to work.
 

The Makyr

Member
The surface modelling of the Form and Surface workspaces combined is really powerful and I highly recommend everyone to force themselves into giving it a try to learn some more tricks in generating complex shapes. You're killing it with the tools you're using right now, I just want to see what crazy things you can make with even more techniques at your disposal :p
I very much agree with you on having people to learn more about fusion! I didn’t realize what crazy stuff you could pull off that wasn’t even for it’s intended use. It’s def unique and requires a different approach but the results can be amazing if done right. If autodesk plans to add more features for its sketch and modeling workspaces, I think fusion 360 will be a god tier modeling software :lol:
 

The Makyr

Member
Been learning a lot about 3D modeling lately. Decided to remake the Mark VI Gen III shin and it’s my best model work so far. I should mention that I usually start with the legs since geometry of that region is much easier for me to work with.

I put a quite a bit of calculations on this model in particular to maximize accuracy and I’m pretty happy with it so far.

I really appreciate 343’s work on this design. Turns out Chief’s armor is a lot more complicated than I thought, there’s a lot of subtle and smooth transitions of surfaces/ faces even on the sections that look flat and blocky. It’s become more evident to me how well they’ve blended old and new art styles.
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