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I'm trying to poly model a helmet and I have some extruded spiked edges but when I try the Solidify modifier, my spikes get horribly messed up. Is there any way I can exclude them from being solidified? I've tried to hide them with H but since the modifier applies outside of edit it didnt do anything.

Here is the helmet without being Solidified: enter image description here enter image description here

Here it is when Solidified: enter image description here enter image description here

I tried checking only rim but that doesnt accomplish what I'm after, which is making the helmet somewhat solid to be printable. I'm not yet familiar with all the tools available so I dont know where to go from here. If I can have a solid interior without the spike distortion it would be perfect.

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  • $\begingroup$ Hello :). It can be kind of done, moving the Subdivision modifier after the Solidify modifier and using Clamp. But it has limitations, creates overlaps, etc... I posted a full answer with a more elegant solution. $\endgroup$ – Jachym Michal Jan 7 '20 at 15:00
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I would Solidify the outer side, and adjust the spike manually.

  1. Use the Solidify Modifier.
    Set Offset to 1 and adjust Thickness to your liking.

enter image description here

  1. You can adjust Inner/Outer Crease, if you're also using the Subdivision modifier.
    The Subdivision modifier should be AFTER the Solidify Modifier.

enter image description here

Hit the Apply button to apply the Solidify Modifier.

  1. Go to Edit mode
    Select the new vertices and scale it down to make it pointy using the Scale Tool.
    Shortcut: S

enter image description here

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  • $\begingroup$ Thank you, this worked best to get closest to what I needed. I didnt know how having modifiers in different orders would affect the model. $\endgroup$ – Shik Jan 7 '20 at 23:33

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