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I'm very new to Blender (and 3D modeling in general), but I have a basic understanding of the interface and some of the principles involved with creating shapes.

I'm attempting to model a character of mine, starting with the "face" area, which contains his mouth. Because his face is round, and ends with these repeating scalloped shapes, I decided to design a segment of his face (scalloped end included):

enter image description here

And apply an Array modifier to it, set to the number of scallops I figured the character needs, which is about 10.

With a little offset included on the X-axis to create the desired overlap, I then dropped down a circle mesh set to the circumference of the character's body. I then applied a Simple Deform modifier to the scalloped shape, and attempted to bend it 360 degrees, using the circle as the axis. This is where everything breaks:

enter image description here

It doesn't maintain the shape I'd intended, the scaling is all off, and it doesn't seamlessly connect. I'm really lost as to where I went wrong with this, as I've attempted several different methods that all resulted in my shapes looking wrong.

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I think the best way to this is with only array modifier and object offset. Create a empty at the center and rotate it (36°). You can still edit the shell and maybe add solidify and subsurf modifier! enter image description here

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  • $\begingroup$ CandeFan, thanks for the tip. Can I ask which viewport you're showing on the left side of the image? $\endgroup$ – GoroToro Jan 8 '17 at 18:45
  • $\begingroup$ Top ortho. And i used part of a uv Sphere to make it simple. ;) $\endgroup$ – CandeFan Jan 8 '17 at 19:51
  • $\begingroup$ Reuse the mesh to make helmet, legs (and arms?)! $\endgroup$ – CandeFan Jan 8 '17 at 20:24
  • $\begingroup$ Ah, I see. I'm still struggling to get the array to wrap around correctly, as the results are not what I expect. You pretty much nailed the shape I'm looking for, and yes, I would definitely re-use the array for the legs and helmet :) Where should I place the origin of the uv sphere part, relative to the origin of the empty? $\endgroup$ – GoroToro Jan 8 '17 at 20:31
  • $\begingroup$ Dead center. Make sure no relative or constant offset. $\endgroup$ – CandeFan Jan 8 '17 at 20:50

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