This is my first attempt at a human head. I know it’s not perfect but it is the best I can do right now. I have been practicing Box modeling because Blender Newbies started up a new Low poly forum and I wanted to give it a try. This is from a form I made for that forum with a bunch of detail added. It is kinda of a quick sketch. I definitely need more practice with adding detail so I am going back to making simple forms.
Wow thats excellent. Really great polygon flow. Neat, tidy, and evenly spaced quads just the way it oughta be. The top is a little cone-like. But its not that unnatural. If it was me i’d round out the top of the head a little more though. But if thats the look your going for then its all good. Although, I think she’d just be a little more attractive with a more rounded cranium.
I have been using it a lot lately because they started a Box Modeling (low poly) forum over there and I have been making a lot of Form models (ones without detail) That is why I ended up doing this head. I have made about 30 unfinished heads adding a little more detail each time and this one I got carried away with. lol
Thank you very much. You are probably right about the shape but I only had a couple hours of modeling time to use so I was a bit in a hurry. I wish I would have had a lot more time to devote to it did the whole thing in 2 1/2 hours. I am eventually going to try it again. but I think that I still need some practice with low poly heads. There are some problems with the topology on this one. I need to work out. So I will most likely start from scratch again.
One way to get the box model blockyness out of the back of the skull portion of the mesh is to delete it and extrude the line of edges (darker line at forehead) back around the head as shown
When you add a modifier (such as subsurf) there are a set of circles to the right of the modifer name. Click, I believe, the one on the right and it will show a picture of 3 verts in the form of a triangle. If you look into your 3d view after that you will notice the “curved” wireframe…not the straight lines. Try it out. Add a cube, then subsurf it. You will notice the cube turns into a sphere of sorts, but you’re wireframe is still in the shape of a cube. Click the circle I described above and now your wireframe has taken the same shape that the subsurfed cube has. Niether are a bad way of showing wireframes…its all personal preference. But what you’re left with after clicking that circle is a mesh that you can edit the actual cage of that mesh. In my opinion it gives me faster returns when I move a vert because I know that putting the vert in a specific location will put the mesh there as well…it also looks neater when you start dealing with higher poly counts…just my opinions though lol.
Thanks for the tip! That would be a great way to get rid of that nasty N-Pole in the forehead too! I am definitely going to try that. I didn’t have to much trouble making the ear match up to the mesh. I use the three to one trick to make a bunch of N-poles in the back of the ear and that reduced the number of verts to match up by 2/3rds!
I think next time through I will try to reduce the number of loops running up the nose. I think I went a little overboard there as well. It makes quite a mess of the forehead.
Your right about that. I uses it to check my progress. But I never model with subsurf on because you can end up with quite a mess if you tweak the subsurf mesh to much. I usually just use that to check progress and when using proportional editing. But what works for me doesn’t always work for anyone else.