First Human Head Model (WIP) Vert-Mapping method

Just recently decided to give Blender another go, the first few times i tried getting into it I could not get modeling down what-so-ever, heads and faces in particular gave me tons of troubles.

Every tutorial i’ve ever read/watched begins the modeling with a Cube, cuts it in half, mirrors it, ect. And i could never grasp it fully.

So recently I decided to give it another go; But this time I threw the cube away…loaded up my reference image and began mapping the shape and facial features with individual Vertices by using CNTR left click to create a Vert wherever my mouse was pointing. (To do this delete a random object while in Edit mode and it auto selects a a single Vert to “Copy”)

This method is a bit more time consuming than the Cube method (especially when connecting the Verts into faces) but, at least for me, it allows more control in the overall process.

I’ve only just begun but here are a few screen caps of what i’m talking about.

just recently decided to give blender another go, the first few times i tried getting into i i could not get modeling down what-so-ever, heads and faces in particular gave me tons of troubles.

Every tutorial i’ve ever read/watched begins he modeling with a Cube, cuts it in half, mirrors it, ect ect ect. And i could never grasp it, so recently i gave it another go but this time I threw the cube away…loaded up my reference image and began mapping the shape and facial features with individual Vertices by using CNTR left click to create a Vert wherever my mouse was pointing.

This method is a bit more time consuming than the Cube method (especially when connecting the Verts into faces) but, at least for me, it allows more control in the overall process.

I’ve only just begun but here are a few screen caps of what i’m talking about, will update as i make progress in the face mapping :smiley:

CLICK TO ENLARGE (i hope)




sounds like you are squaring a circle.
john williamson?? has a nice tutorial… cg cookie…
just wait till you do a non-human face one vert at a time.

i’ve actually started that one recently, have’nt finished it yet but here’s what i have done with his tutorial…


there is a different tutorial for the head.
I know it sounds odd but the modeling style for the head and body are different.
the trick IMO is to merge the two separate objects together (head and body)

Hmm i’ll have to check that out, wasnt aware that there was a seperate one for the head.

yeah, it works out believe it or not.
block modeling for the body and individual loop cutting for the head.
when I say merge I mean literally the w key option merge.
I don’t have the link if you have patience…
also the head modeling is six parts available for viewing or download at 6 bucks US a segment.


You are using a completly inoperatablbe methen when using edge extrution methods you dont do the outline of the mesh you identifefy key loops and work from there. Look up topology in 3d

A bust should a have loops focused around the fetures of the muoth what you have done is complely disregard the topology.

Oh its far from finished in terms of detail i just threw this together to see how it would work without going to much into detail, im still an uber noob so ; )

here:

Yeah, dont do either box or verticies…
Like ed from america said…
The blendercookie tutorial shows the best way to do it imo.

http://www.blendercookie.com/wp-content/themes/bigfeature/library/timthumb/timthumb.php?src=/wp-content/uploads/2009/11/pageTop.jpg&w=506&zc=1

Just don’t forget that you can learn from many ways of trying things. The vertex method is also very valid if you know the polyflow you are looking for. What you are really doing is creating a string of edges. I do this a lot in Blender because of the fact that there is very little in the way of poly modeling tools in Blender you can use to mess with things after you have polys. If you work at the edge level it is easy to control where you want to start putting your loops. But soon you have to make the transition to polys and then you have to deal with that.

I can not stress this enough. It is not the method, it is the target polyflow. Box modeling is extremely valid. It is just another approach. But the key thing is to know where you want the loops to be and as long as you have a reliable way to do that, you are on the right track.