I am merely suggesting an alternate method of arriving at a base mesh. I’m not saying you should do it, just making you aware of the process, should you feel it is better suited to your workflow.
Ah, okay. I think that’ll make sculpting out a base mesh for a character’s head a lot easier next time I do that.
After finally getting out of an art burnout, I finally managed to get the energy to get back to working on modeling Joanne’s head. Here is what I got done so far recently:



Is there anything I need to fix before I start working on shaping the forehead?
As has been already said, many, many, times on this thread- this does not look like a human head, and you could very easily solve this by using orthographic side and front reference and doing some basic anatomy study. Chalk this up to learning experience, throw it away, and start over with one of the numerous methods that have already been shared with you. I’m not going to hold your hand on this again, you have all the information on this thread you need to get what you’re looking for.
If you’re not going for a realistic human head, then you can (kind of) ignore all this, but I’d imagine you are based on your reference image. Still, you need to learn the rules before you can break them. You can’t make a stylized head until you can make a realistic head
Keep going. You will find out what you are doing right and wrong along the way. But if you just stop, you will never figure it out.
I am sorry if I am frustrating you after all the help that I have received from you. I am incredibly new to modeling (started a couple of months before I started this project). I actually did look up some anatomy studies and found an anatomy tool before, as well as while, I redid the head. Let me at least tell you exactly how I got to this point just so you know what lead me to making the most recent WIP:
"I realized you were correct about the head being elongated because of something I realized when you mentioned it: I accidentally set the Y-dimensions of the skull to be from the nose tip to the back of the head (calculated as 8.06 in) when it should be from the forehead to the back of the skull. I realized this after looking over the head proportions by using the human-proportions calculator made by Anatomy for Sculptors that I stumbled onto. That is when I decided to restart the whole head again from the beginning.
"I restarted it by creating a sphere to represent the cranial of the skull and began looking online for anatomy information on how to figure out the forehead-to-back measurement. That is when I stumbled on a video called “Human Figure Proportions - Cranial Units - Robert Beverly Hale” by a YouTube channel called Proko. After watching the video until it reached the part about proportions of the skull for the side-view, I did my best to use the information from it to calculate the estimated forehead-to-back length of the skull from the side view: 6.889 in.
"When I thought I got what I assume is the correct length (proportionate-wise) of the skull, I began using the orthographic-view picture you posted to start shaping out the skull for that view. When I was finished and checked the dimensions of the skull using the same calculator, the y-dimensions were longer than the estimated length while the z-dimensions ended being smaller. That is when I began changing those two dimensions to fit with the skull proportions I calculated (estimated height of 8.267 in and estimated width of 5.89 in). I kept switching between reshaping the head to fit the picture and resizing it until I kinda burnt myself out.
“When I got finished with that months later, I began work on the top view so that Joanne’s skull was similar in shape of the top view of other skulls that I actually Googled. I began using the grab brush to make sure the back half of the skull was the wider part of the skull and resembled a few other skulls from the top view I found when Googling. I made sure to switch between my skull and the pictures as I worked on it. Before posting the most recent pictures, I also made sure to position the skull so that the green line directly in the center of the skull - where the eyes would likely be.”
This is what I basically did for the entirety of it. A small part of the skull’s proportions I had to somewhat guess at - I think it was the cranial height from the side view - since I have no money to buy anatomy books to and all the YouTube videos that I do find don’t exactly go into detail of how to calculate proportionate measurements of certain parts of the skull.
Again, just start making it. When you make something then you can look at it criticallly, then go back and correct what is wrong with it. Give yourself the liberty to make mistakes. It’s part of the learning process…
You can always come back and get feedback along the way.
I’m sorry, I didn’t express myself well there. You’ve definitely made progress and I apologize for not recognizing and commending that initially. Keep up the good work, keep making improvements ![]()
No problem at all. I’ll do my best to improve the skull a lot the next time I post WIP pictures of it so that it actually does look like one. With how my mind processes information, including feedback, I have a hard time understanding what needs to exactly be fixed and how to unless there is a physical thing showing me. For instance, I also do digital art; so, when I want critiques on a drawing, I would allow people to at least draw over it to highlight exactly what parts I need to focus on so that I can improve the character. That is how I usually improve when I am drawing.
Hi, I think as all ready been said that you are making good progress, i just wanted to add that using a reference image means actually lining your model in wireframe mode and adjusting the basic shape.
As you can see from the image attached your head model in green and white line doesn’t match your reference image marked in red line specially round the jaw area.
I agree with Modron. Just make it. From skimming through the thread, it seems like you’re massively over thinking it. Just have fun, learn, and when you have something that isn’t just a head shaped blob, come back here.
Also worth noting, that when doing something like this for the first time, assuming you’re sculpting, then try and keep everything light. Don’t make any ‘hard’ details. Keep thing fairly low poly to start with, and keep forms loose. Its much easier then to make drastic changes if needed, and you feel less like you’re throwing your work down the loo every time something needs tweaking.
I have just had a look at your original file and it wasn’t that far from the basic shape i have tweaked it to match the refrance side view couldn’t find front view. See the image attached.
J_tweak.blend (884.9 KB)
One thing that I can add is that you have way too many subdivision levels for such early stage. They do not contribute to shape and only waste computer resources. You better go down 2-3 levels and estabilish all the base fase landmarks from where, with standard and Grab brush. Only add more subdivisions after you have done everything possible on current level
I have already applied the subdivisions already and had no idea you could do that. Could you tell me how I would go about lowering it down?
This video at 19:26-31:27 can provide some insight. Sea Beast - Making Of A Character VisDev Model - ZBrush Summit 2022 - YouTube
You can try Edge (Ctrl+E) => Un-Subdivide. It isnt always accurate. For the future, use backups, and, in case you do sculpting, subdivide using Multiresolution modifier instead of Subdivision Surface. Multires is exclusively designed for use in Sculpt mode. It allows you to go back to lower subdivisions any time without losing higher subdiv details (somewhat like Zbrush)
There’s also an unsubdivide option in the decimate modifier.
I did some more work on the base skull for my character Joanne. I did my best to round out the back the skull. I then adjusted the front area so it would fit with what the skull’s face would look like. I think the base skull has a long way to go until I can start adding details, such as hair and facial features; I do thing it is starting to look more and more like a head.

Also, in case anyone wants to know how I got it to this point, I looked online for a reference picture of a female skull from the side view and found one. I then adjusted the picture’s size so that it would approximately be close to the base head (without stretching it) and used it as reference while using the Grab brush to move things into place. After all that was done, I just readjusted the dimensions of the skull to fit with what I calculated the proportions would be while also moving the back of the jaw to be slighting longer than it originally was. Here is the reference picture I used by the way:



