help with modelling technique


I am new to blender, I have been learning blender for a few days now.

I have modelled a human figure by using the cube that first spawns when blender is opened. I built the figure by extruding various parts and then modifying them using (G, S, CTRL+R etc. ) to get the desired shape.

Here is an image:

I then just simple added a SubSurf to make the model “not blocky”

Earlier I was browsing the “Works In Progress” forum and noticed they have used a different (and better) method of modelling. Can somebody please go through how to model a human figure without subsurfing it.


welcome :slight_smile:

u will need to add some details to it
make some loop cut (CTRL + R) to add details

also look at this

happy blending

There are a number of different modelling techniques out there, a lot more than just polygonal boxmodelling: spline and patch-modelling, parametric, and intersection-based.

Blender can do all of them, but ofcourse won’t always have all the tools that exclusive-suites will have.

Probably go and ask in the “Works in Progress -thread” which technique they used, so you can find out more about it.


Thank you for your replies.

The method I have used, is it called boxmodelling?

What is the most popular method?


Boxmodeling is a type of polygon-modeling where you start with a cube or rectangular prism and subdivide it, push and pull loops and verts, and extrude faces until you have the level of detail that you want.

You can also try using Blender’s sculpting tools and adding multiers as you go.

As faur as the “most common” form of modeling, it’s hard to say, and it’s good to know both if you want to make models professionally. Different studios do it differently; some mix and match, and some stick strictly to one type. If you try out various methods you come across/hear about you’ll learn what works for you in what situations.

Hi Jaynesh,

I am also fairly new to modeling with blender and have been practicing when i can for a few months, I managed to create a human model by starting off with a single plane, then extruding individual vertices and edges and filling the gaps using the f (fill key).

I think what you need is some reference images to start off with so that you can ensure that the edges follow muscle and bone structure (its good to find a reference image that shows you the muscles)

look at the website on my signature to see how I have made mine (I am only a noob too it just takes time :eyebrowlift:)

Good Luck

Lately I have been modelling like so:

  1. Make a base mesh using box modelling or other traditional techniques
  2. Add multires, and sculpt in some details
  3. Add additional objects intersecting this mesh if needed ( anything that might be considered a protrusion, such as an ear or horns. )
  4. Break out the retopo tool and construct a new mesh on top of the base mesh/meshes, using optimized topography. And if you are going to do additional modelling or sculpting on it, optimize the topography for that as well.

The retopo tool can be difficult to grasp, at first, but it is invaluable. One thing to keep in mind though, is, when constructing a new mesh, using retopo, you pretty much have to be in solid draw mode, and make sure that the ‘occlude background geometry’ button, which is on the main header of your 3D window, and has a little cube icon on it, is NOT pressed ( or you won’t be able to see what you are doing very well ).