Human male face

Hi umm, I’ve only just started learning blender over the last 4 days or so and I thought I’d attempt something challenging. Just wanting some critique on what I have so far and any suggestions on how I could improve it. Thanks :D.

Mesh:
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Front:
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Side:
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Only 4 DAYS??? Damn that is good!

I see you have some understanding of loops. It isn’t totaly correct, but it is the level the average newbie achieves after months of intense modeling. If you are interested in topology, I suggest you check out the sharing tecnique forums over at www.subdivisionmodeling.com and http://3dwisdoms.blogspot.com/

Keep up the good work!

Thanks toontje, I seemed to pick up on everything very fast which was a nice feeling. Thanks for the links and I’ll definately be working on it more, ill post some more screenshots of an updated version soonish :).

That is impressive for 4 days worth of experience. Certainly better than I could do after 4 days. Of course I didn’t even attempt a head until a few months had passed…
On your model, for subdivision and animation perposes, try to keep the number of triangle polygons to a minimum and preferably where the mesh is either not likely to be seen or animated, or both. Stick with quad polygons whenever possible. Next, to help you out with edge loops (and keeping the mesh quad) check out this great edge loop tutorial and this good modelling tutorial video (Warning: 80 MB avi video in the second link).
Keep at it, once you have some good modelling basics down, along with some proportional things, you’re going to do great!

I believe you should study face anatomy a bit more if you wanted to make a realistic looking face, otherwise it’s a nice job as it is, though I personally don’t care much for the look. The eyes are perhaps too tiny, though.

and so I pass it along to you.

Heres a great picture of the loops in someones work: (url because its massive)
http://img399.imageshack.us/img399/6...00x12006um.jpg

This should make animating it easier.

Here’s a smaller excerpt I made to use as a blender background image

The color code: black is vital, red is important, yellow is useful, blue is safe to ignore. The tan parts fit in with the closest colored loops. The big red loop separating the face from the back of the head is the limit of the “deformable area.”

It is a nice and workable head but the explenation falls too short for a newbie. Even I don’t understand what he wants to accomplish with those yellow face loops. In fact, amongst the hundreds of wireframes I studied, I only came across 3 wireframes that had those strange loops above the brow.

Indeed the red areas are important in the sense that all wireframes share this common trait. Some have their eyeloops like 2 seperate gogles, or some have it modeled like a Robin Mask like in this example. The same goes for the mouthloop. But the rest of the face can be a different thing. There are a couple of topology styles that can be applied.

It may look like cross posting or hi jacking, but I keep swearing by SomeArtist methods and analisys regarding this topic. It makes it all clear.

Like I said this example falls short on a lot of issues for newbies: like, how do you model those yellow regions? Loop Cut, Rip mesh? Extrude? Spind edge? Can loops overlap or intersect? Once you know everything about the basics of constructing any organic model, you’ll be modeling away with confidence without having to guess anywhere.

Even I don’t understand what he wants to accomplish with those yellow face loops. In fact, amongst the hundreds of wireframes I studied, I only came across 3 wireframes that had those strange loops above the brow.

AFAIK, they are there because of the muscles in the forehead. They help get more expression because you can control the eyebrows more realistically.

It is a nice and workable head but the explenation falls too short for a newbie.

It is more of a reference. If you cannot make face loops or control a mesh to make it into a rough shape, then you need to learn that first before making a nice head. The head is also fine to use in almost any program, though there are some n-gons in it, which is a shame, but I don’t think they are anywhere important (can’t remember the location).

Ian

and the “explanation” was simply my interpretation of the “grau de importancia” scale on the original image. I believe Soter provided links to a couple of the best tutorials I’ve seen on making heads in Blender. The n-gons in the image can easily be replaced by quads as you can see in my work in progress.