In this new method I’m trying to start off with the head and then work my way down to the body… But it doesn’t look right, would you please help me by giving suggestions by looking at the picture and seeing what I did wrong…
Are you trying for Dobby or Joan? If you’re simply looking for a realistic face, I’d suggest using reference photos. Hard to come by, I know, unless you want to model Adrianna, whose pics were thoughtfully provided by mr_bomb in his tutorial in the December Community Journal (see “Articles” in the BA header.)
On the assumption that you’re going for realism, the eyes seem a bit far apart, and the bridge of the nose comes a bit too straight down from the forehead. A more “Roman” nose than the Romans actually had. However, Dobby has just that sort of nose, so…
It’s hard to judge with an angled view. Do a straight front and straight side view to get better critique.
dude i wouldnt try to model that way cuz i tryed that way and found it very hard and toke forever and never looked right lots of time wasted until i recently found out about box modeling heres a pic from my first box model and ive only bin doing 3D( and im 13) modeling since Feb. how ever i did do that with the eyes and lips mabye i could make a video tutorial on youtube? on how to make a head like that/ a good way to model a head for you?
Box Modeling is a little cartoony for me but I am willing to try it… I really haven’t found the best way to do box modeling yet…
I have tried subdivision modeling and box modeling and the other forms of modeling so far, now I’m looking for a different method… Or try to improve apon the old…
I’m trying to find the best way to model in detail and realisticness… If that is a word…
THANKS for any help you guys can provide me with…
OK, I scaled it along the X Axis and used a lattice to move the eyes back a little to curve around the head… And moved the Vertices around to get rid of the deformed parts of the eyes around the corners… Now I’m stuck on the nose, any help?
And how do I get edge loops exactly where I want like here: (I can’t get knife to work so I was wondering which I should use?
to
and lastly…
Here
THANKS!!! I’m new to Blenders Interface so I don’t know all the controls so I hope you don’t mind my long question… I appreciate any information you guys could provide me with…
The first method you are trying (dobby) is called poly by poly.It seems that the greater part of the pros and talented use this method. I myself find it very hard to do. I guess, for now, you just have to see it, because nobody has made a tutorial about it. All those tutorials (Joan of Arc, Dobby etc.) are just terrible. They don’t explain anything. Their all follow-me-in-my-footstep method. I hope that someone will really take time to explain this method once so you really know what you are doing.
As for the second method, you asked how you could achieve that second and third step. Take a good look at the second pic. See those edges that are selected? Well do same, and then hit Wkey>>subdivide (you have to be in edge mode).It will take you right to step 5.
As for box modeling goes. I am writing in http://blenderartists.org/forum/showthread.php?t=93651
It’s very theoretic and I haven’t have much the last few weeks to write more. But it will be very comprehensive and it will take all the guessing out of your actions.
Toontje isn’t tooting his own horn very loudly, but his thread (a sticky!) is very good and closely followed. Based on another thread – a very ungainly and difficult one to follow over at SubdivisionModeling.com (you have been there?) , Toontje does an excellent job of distilling the difficult down to the manageable. Try not to dismiss box-modeling too readily. Some pick up a brush and become cartoonists; some become Rembrandts. Check the attached picture from a recent production on CGTalk.
Here’s a British fellow making Picasso (the man). Good tut:
And here’s something that is a Blender Gallery feature, but also has a very interesting tutorial on CGTalk (that I foolishly did not bookmark) which makes it look easy!
Also check out Mr. Bomb. He’s got some good stuff, both free and buy-able. (He’s also from Kansas. (Hard to beat, Toto!)
In short, don’t sell box-modelling short, but, by all means, learn poly-wise as well. Whatever gets your verts pushed through the night is all right, all right.
You really need to show screenshots of what you are doing in order to get specific help. Ctrl+F3 will take a screenshot of the active window.
When you are using subdivide on selected edges, it will create triangles on adjoining faces. The knife tool has similar behavior. Is that what you mean when you say you can’t get it to work? Notice in your posted tutorial pics: some of the faces have 5 sides. Blender can’t do that. It will create tris or quads.
Think about what you want the mesh to look like, where you will need vertices to make the shapes, and then go about adding the vertices in the right place. You may need to delete faces and extrude single vertices to get what you want. Investigate the x, f and e hotkey tool menus (delete, make face, and extrude). You get vertices to be exactly where you want them by putting them there. The tools are there to help, but sometimes you just gotta do it by hand.
well, there is an error in original tutorial. The author forgot to highlight the edge below the chin.
But not having Ngons is of no significance when doing organic modeling. N-gons is better suited for heavily co-planar objects.
I’m guessing I can use Ctrl+R for some of those, but I am having trouble getting edge loops to go in the exact place I want them to, for example Blender will add extra cuts where they aren’t needed some times…
Help would be greatly appreciated…
That tutorial shouldn’t be followed step by step, rather block out all the steps where you see those N-gons (5 sided poly’s).
In that tutorial the author uses N-gons and then reduce them to quads. In blender the workflow is opposite. Here and there triangles will be created that can be easily joined into quads (alt+j). And in the image above, you should be cutting like this:
Those “unwanted” edges keep you from having a 5gon, which Blender won’t do. You could try skipping the horizontal edge, and then W1, but that’ll leave you… Oh, never mind.
I think you’re getting hung up on doing things one way, and one way only. There are many ways to skin a cat in Blender. Just keep trying, read all you can and check out every tutorial you can get your hands on. But, ultimately, you’re all alone. The technique you settle on will be a distillation of what you understand, what you admire, and what you’re good at. Don’t expect it to be either easy or quick.
OK, that sounds good…
I just wish the tutorial showed a reference image or something with the model so I could see how everything would line up if they were to use a background/reference image…
I wish you could phrase your problem in more than 5 words. But if I can read your mind correctly, I think you are having problems following the exact placing of those loops. It shouldn’t be a problem once you have the correct mindset. I did those steps without a problem. The thing is that Silo has N-gons and Blender is different, hence following those precise steps is not the way to go. You see also that the author corrects N-gon by subdividing them. In Blender this is out of sync. We don’t have N-gons to cut, rather triangles to join.
Anyway…I hope that this helps.
But I really urge you to read my thread. It is very frustrating to follow a tutorial and getting stuck after each step. I guarantee that you will get stuck again because you can’t see yet WHY those steps are taken or why those steps lead to a certain result. I haven’t explain here either why or how come I know to do these steps in the animated GIF above. It is or will be explained in my thread.
Ahhhhh, I took a peek at the tutorial you referring at. It is very tricky. Normally those blue edges you complained about, shouldn’t be a problem, that’s the good stuff. But the problem is with the tutorial is obviously those Ngons. I can see now why Ngons could be handy.
The author uses Ngons to postpone his decision about the flow of the loops. In Blender you’ll get the standard N-gon fix right after a cut, and if you want to correct the flow, you have to do some unpolling. So my advise on how to follow this tutorial is: whenever you encounter an image with Ngons: READ AHEAD. Look at what the author is getting at and do that right away.