pls. help a model-noob

pls. help a model-noob
first, i have tried it 2 times - and shure i can do it a third.
But i dont get it. It looks really easy and i know it is not easy.
It might be easy for people with good-3-dimensional-understanding.

It is this:

this is from the very good site:

(and for other - the simple human building might be better to understand,
its the link noted on this site --> goes to:
– there is a total low-poly building flow)

But back to this riddle - yes it is really a riddle for me - some other may laugh
about it, but i cannot see it (the solution).

I looked at every single image of this short animation

  1. the cube
  2. the subdivided cube into 2x3
  3. the rounded cube - pls. help there the confusion starts
    it look like there is no more 2x3 division
  4. the extrusion of the neck … is there the hidden part of the 2x3 division?
  5. extrusion of the mouth/lower face-part
  6. a move of a face-front-line and a new loop at the neck-part?
  7. another “crazy” turn of the front-faces upside?

every time i tried, i get something looking close to it, but totally different.

What can i not see?

(ps. i know a good sculptor has no problem to cut away everthing from a block of stone until only the hidden form is freed - did i mention i am a model-noob?)

pps. to look at every single image of the animation - one may open the gif in gimp and then its possible to step through every plane enable/disable the view (eye-icon of the frame).

  1. the rounded cube - pls. help there the confusion starts
    it look like there is no more 2x3 division

The default model like in the gif (select the cube, then use K (knife) to cut it like this):

Select it all and in the Mesh Tools, press the smooth button several time
Or in Object mode add a Smooth modifier, and increase its “repeat” value, does the same thing anyways.

It leads your cube to become this :

Then press S then depending on how you have your cube , the X , Y or Z letter so you scale a side, then scale the other side, just do not scale the height.
And you’ll obtain a shape very similar to the rounded cube of the animated gif if you look at it in Perspective instead of Ortho (press numpad 5 to switch from Ortho to Perspective and vice-versa)

  1. the extrusion of the neck … is there the hidden part of the 2x3 division?

Under the object, select those 2 vertices :
And delete them.
Select the vertices that were attached to those ones.
Change the view to the side and press E (for extrude) , “Edge Only” and move down then left click to accept the change you did :
Now press S (for scale) , move your mouse to scale and left click to end this.

Finally, press E (extrude again) , “Edge Only” and move down, left click to end this :

Of course, move some vertices a bit to get the shape more like in the GIF, but that should be the basic technique to use to obtain the shape.

@Robsoi: thanks a lot - looks like i am not blinded any more.

too make it clear i did understand. Your suggestion to delete
the two inner-vertices of the 6 bottom-faces is your way to cut
of the bottom cap. But i dont need to delete the inner two
vertices, its possible to extrude the whole selected six bottom-faces
and scale those smaller to their center and then move to the back
of the head and extrude again down Z-axis to get a longer neck.

Is there a special bonus - easier, better placing of the extrude - using
your method? (delete inner 2 vertices and work with the connected border-vertices)

And last, now i can see it, i nearly dont understand why i was totally blocked.
For example i tried to select only 2 of the bottom-faces -> fail
i tried with the 3 back bottom-faces -> fail
i tried with 4 -> fail
but i never tried with all 6 - the only way i found was to create a
new loop cut and then there were 9 bottom-faces and i used
6 faces out of these 9 to create the neck …

again, thanks a lot to take away the blindfold.

tried to upload this sequences of combined pictures,
but did not know about the size-limit (in length).

so here is a link to an imageshack upload,

a poor artists way to model a human-head
(poor in the sense of very low art)

it (trys) should look like the head of