When you model rounded objects, such as the helmet in this tutorial, we recommend that you avoid using a sphere as a starting point.
The next illustration shows the polygons that make up a sphere. The top of the sphere is composed of triangular polygons whose vertices tend to pinch together at the pole. This can lead to problems later on.

Top of sphere with vertices pinched together at its pole
It is therefore best to model a rounded object, other than an actual sphere, using rectangular polygons only. You will use this technique in this lesson.
Create the basic helmet shape:
By default, a minimized version of the Graphite Modeling Tools ribbon displays directly below the main toolbar.

expand/minimize icon a few times until the full ribbon displays. 
The tools in the Polygon Modeling tab are inactive, since no polygon model exists in the scene.
Display Unit Scale group, make sure Generic Units is chosen. 
Create panel, activate
(Geometry), then on the Object Type rollout, click Box.
Modify panel
Parameters rollout, set Length, Width, and Height to 50.0. 
Currently, the pivot point is at the base of the object. You need to set this point to the center of the box so you can manipulate the object more easily.
Hierarchy panel
Adjust Pivot rollout
Move/Rotate/Scale group, click Affect Pivot Only to turn it on. 

(Select And Rotate) and rotate the box.
Undo the rotation.
Transform
Move.

The center of the box is now at the center of the world coordinates.
(Select Object) to turn off the Move tool.
Modify panel
Parameters rollout, set Length Segs, Width Segs, and Height Segs to 4.

After you press F4, the Shading viewport label should show “Smooth+Highlights+Edged Faces.”

Box with Spherify modifier applied
The object is deformed into a spherical shape, but retains its geometric composition of easily editable quadrilateral polygons.
You only need a hemisphere to create the helmet, so next you will delete the lower half of the box and deform the remaining polygons into a conical shape.
Convert To Editable Poly. 
The ribbon updates to display a range of polygon-editing tools.
Polygon Modeling panel, click
(Vertex) to go to the Vertex sub-object level.
Region-select all the vertices in the lower half of the object (but not the equator), then press Delete. 

You now have a hemispherical dome for the helmet. Next, you will give the object a slightly conical shape.
Select the vertex at the top of the helmet and move it upward along the Z axis.
Top vertex after transformation in Z
Notice that only the polygons that share the vertex are deformed. You need to use Soft Selection to involve the adjacent vertices and polygons as well.
Undo the vertex move.
Use Soft Selection to shape the helmet:
Polygon Modeling panel, click
(Soft Selection) to turn it on. 
At the end of the ribbon, on the right, 3ds Max displays a Soft Selection panel, which provides options that control how the soft selection is carried out.

Move the top vertex of the helmet upward along the Z axis again, until the object appears similar to that in the next illustration.

Polygon Modeling panel, click
(Soft Selection) again to turn it off.
Next, you will use the MeshSmooth tools to smooth out the helmet surface.
Subdivision panel, click MSmooth. 
This option takes each polygon and divides it into four, making a smoother, more detailed geometry.

Polygon Modeling panel, click
(Vertex) to exit this sub-object level.