3D Me.

Alright, I’m starting to get the hang of the whole head modeling thing.

Reference pic of myself:

Model, so far:

A little bit of texture:

Now. My question is, how do I get into texture painting? I want to stuff like facial hair, skin-tone irregularities, lip color and stuff. I’ve read the Blender tutorial for UV mapping, but the tutorial seems rather vague and I can’t quite get the hang of it. Can anyone help me out?

Also, any other comments and crits are welcome. I’m going to round out the head a little bit more, though, cause it is a little off. I know.

Great start! I woundn’t worry about the texturing till you finish with the mesh it’s self though. When your read though you’ll need to set some seams and then unwrap the head and export your LSCM Map to Gimp or PS to do your all your texturing.

A few things I’d work on on the mesh would be your brow line is a bit sharp and if you compair to your ref image of your face strate on, see how the sepctra line on your nose is interupted by the brow, your mesh does not reflect that yet. The ckeck bones are a bit sharp in the 3/4 perspective view, but you said you were planning to round everything out a bit. The area between the lower lip and the shin looks a bit too large or there is a strange ridge there, probably just needs to be move on the y-axis a bit back. I’d also throw in an eyeball and work on the eye fold on the upper part towards the outside. Keep it up though, looking really good so far!! :slight_smile:

A wirefarme would be good, so we could see your edgeloops. It looks good so far, maby the nose needs some work, it’s a bit big.

Blend on dude!


Whaddya think? 8)


And for the hell of it:


Pretty great model. I haven’t had the guts to try a face yet, though I’m getting to that point.

In fact, all the experts quotes floating in my head like “tri’s are evil” do edge loops here, connect the mouth only this way if you want to animate it.

I haven’t gotten my head around it yet.

anyway, don’t jump ahead and texture it yet, but when you are ready, Greybeards tutorial on UV mapping is good. I learned from it and textured something simple. I’m sure anything is the same.


Plus the new live LSCM unwrap will be implemented soon, so when you are ready probably you can take advantage of that and see how to properly unwrap your model for texturing. I think this ensures that your painted texture isn’t stretched improperly in different spots, based on how you export the unwrapped targa file for painting in gimp / pshop.

You really should try to loose those triangles from the lips and under the nose, other than that your loops look pretty good.

There’s a link to small head tutorial on my signature and it has a small bit about UV’s as well, maybe it would help you out.

hey thats a great effort! Somehow you’ve captured a great style to the modelling, rather then an exact replica, you’ve also added a bit of excaduration. This is in fact a very hard thing to do without some artistic knowledge and skill. I cant wait to see more and im curious to see what you end up coming out with as your skills grow even more!

If you are needing some tips on the form, tri’s are usually best left to a minimum in head modelling, but thats always dependant on the situation, but, its like they say, learn the rules, then break them. Also i think you’ll find (if not intentional done) you could probably get rid of some edges closer to the middle of the center and it will smooth round a lot easier. In my experience head modelling is 20% making the base head, and then its 80% tweaking hehe, so if you have time just go nuts fixing a face that could be better or an edge that could loop round better to connect with another (basics of edge loops).



For smick too. Head modelling I also was quite afraid of, edge loops i didnt understand even after making some amount of human and creature heads. I found i just read all the tutorials i could, stacked up on knowledge, tried makign a head in these different ways, one day i joined together the methods to create my own way of modelling organics, it just clicked, and suddenly i could hone my skill. Give it a go, its really exhilerating to see it form, then take shape, texture, and then you can make it come to life, thats a truly amazing feeling 8)

Thanks for the replies and support, everyone! 8)

I remember reading somewhere about trying to use as little tri’s as possible, but I completely forgot about that as I was modeling. Hehe. I’m going to see what I can do about transforming some of the tri’s to squares.

Also, I was trying to add a little flavor by puting some of the wrinkles in the lips. I’m not too fond of the outcome, though. I’m wondering how to make small, really fine lines without subdividing the area that I’m working on, too much.

To smick:
Yeah, I know how you feel. I purposefully dove into modeling people because most of the work I do in 2D involves people and characters, so I knew I would have to get into 3D people modeling sooner or later. I think it was a good decision though, because after learning to model something as tricky as the human head, I don’t think I’ll have much trouble with everything else. :wink:
By the way, here is the tutorial I used. It’s pretty simply written, and I hope it may help you out more than any others you might have tried. This is only the second head that I’ve ever modeled in 3D, and the first one that doesn’t completely suck. LOL. So I think the tutorial was a real big help.

Thanks again, everyone. I’ve still got a couple more things to tweak on this one, then I’m going to check out the UV mapping tut.

To get small wrinkles and bumps on the skin is easiest achieved whit bump mapping. You need to do a grayscale texture, which is then used to create those small lines and such, so no need to model all.

Excellent start. I agree about the tris under the nose and around the lips though. That is causing you the pinching there. Get that area cleaned up.

Look for a modelling tute coming up in the next Community Journal that will help you out immensely. Also, after that one, I will be doing the next tute for unwrapping and UV texturing. So stay tuned.


That’s a pretty good head model… I haven’t had much success with realistic heads yet, but I prefer subdivision modeling to poly-to-poly modeling…

-Are you going to animate it? :smiley:



When I lay the texture on, it leaves in the red outlines that export to photoshop. How can I leave just the painted texture, without having that damn red outline of the map showing?

And don’t worry about the right eyebrow, I’ll clip it so it doesn’t go that far down the nose.

And yeah, I definitely plan on animating it.
But that means I’ll have to learn facial rigging…damn! lol.

And once I get done with the facial hair, I’ll practice the bump mapping thing. Thanks for the advice. 8)

turn the specularity off in the materials…

You’ll have to learn the use of layers in photoshop or what ever app you are using in the making of your textures. Leave the red wire’s in the bottom layer and create a new one and start slapping paint. Then just turn the bottom layer off before saving the texture.

Remind me to slap myself for not thinking of that, earlier. :expressionless:

Ok. I fixed half of the problem.

I’m able to get the painted eyebrows to show up, without the red outline, after following the layer advice. However, it seems that the white area that shows up with the UV map after exporting from photoshop, I think, messes with the entire mesh. That is not specularity that changed the skin tone color, it is the white from the blank areas of the UV map having an effect on the entire mesh, while the unwrapped portions color in the eyebrows themselves. How the hell do I get rid of that so that the only thing that takes any sort of effect is the UV faces that are selected?
Note, everytime I disable the “Tex Face” option in the materials buttons, the discoloration goes away, as do the eyebrows. But when it is on “Tex Face” it uses the entire coloration of the square that the UV map is in, pluse the cut UV maps themselves for the eyebrows, and the option to change the mesh color in the materials buttons disappears. :frowning:

Assign the texture as an IMAGE texture map and map it to UV instead of the default ORCO setting. That will bring back the Material colour sliders, etc, as TexFace means the UV mapped image colours are assigned and you can do nothing with the sliders, hence why they go away.

Maybe post your blend file, complete with textures, (so make sure to Pack the file before you save it), so we can have a look at it.


Hmm…Ok, it seems that I can’t add the .blend path filenames onto elysiun.
Probably a dumb question, but how do I go about doing that?
I don’t have any webhosts or anything, that I know of.