My first head model

Edit: Mesh problems caused by triangles fixed.

Took me a lot of work to do this, but I’ve also learned a lot about head structure so I should be able to model another faster next time. It has a few irregularities, but I don’t want to spend forever improving it so I’m calling it finished.

http://www.cyber.brad.ac.uk/~arwest/images/head.jpg

There are no ears yet.

I tried adding eye-brows and some eye-lashes, but getting them to look realistic is difficult. Texturing would be far easier.

Here’s the .blend file if anyone wants a look or can texture it for me :wink:

One last thing - does anyone know where to obtain good textures for a face?

Nice job. It looks a little narrow, but could be just the perspective. Some small tweaks around the eyes and nose and it will be very good.

As for a skin texture, here is one I just whipped up using Blender procedurals in 2.28:

–>http://hotlink.reblended.com/bgdm/skin.jpg<–

I touched up the image a bit in Photoshop, but just for some brightness and contrast changes.

The Blend file is attached to the image so you can see my settings on the materials.

BgDM

well there seems to be a problem with my explorer, i can not see the image.but still i would like to say a few things:
1.while modeling heads try using good reference images.
2.start with a simple mesh-box from the beginning.
3.try avoiding triangles as much as you can.
4.instead of subdividing use subsurf to mesh convertion.

lastly i would like to say that in the beginning people are afraid of making ears…whether you need them or not.even you can see some ears in the best photorealistic models are not that real.infact in my opinion a human-modeler should be judged on the basis of how well he models the ears! :stuck_out_tongue:

Thanks for the .blend BgDM :slight_smile: Working on texturing it now.

Most of the points you make kos are things I’ve learnt while modeling this, and if I’d have known before I started I could easily have done it in half the time :x

  1. I used IamInnocent’s reference images to start off with. These looked good initially. About half way through the model I realised they don’t line up properly, so this caused a few headaches.

  2. I started by ploting vertices around the outline, extruding and connecting them. This was slow but worked quite well. I think I’ll try a different method next time.

  3. Yes! triangles were the major cause of bumps which shouldn’t be there and other mesh problems for me.

  4. Didn’t do this. What’s the benefit of it?

I didn’t do ears since I’m making a helmet to put on his head which will cover that area completely. I may add them later sometime though just for the challenge.

Hair is another thing which is incredibly hard to get looking realistic, beyond my skill level at the moment.

Anyway thanks for the advice :smiley:

I’ve decided to go ahead and finish the model by adding ears and some hair.

Initial ear planning:

http://www.cyber.brad.ac.uk/~arwest/images/ear.jpg

Nice layout on the ear. Looks like you have it down. Now just fill in the poly’s. :stuck_out_tongue:

[inserrt "easier said than done: here]

BgDM

I really like it the way it is. I dont like vanilla realistic heads, i like this guy, he looks like a white micheal jordan. Or the guy from the hitman games.

i said to convert the subsurf to poly instead of subdividing the mesh is because subdividing a subsurf will result in an edgy subsurf.you have to edit it too much.but if you convert the subsurf to mesh then you are going to have a vertex per virtual subsurf point.so it will require a lot less editing.