Chapter 6, Part I

Chapter 6, Character Creation

Part I, The Head

Don’t worry that the eyelids are closed. This is how you have to model them. We’ll open them in a later chapter. Until then, you’ll just have to live with a zombie sleep-walking character “staring” you in the face.

This. Is. Fun! Modeling aliens!

In case you’re wondering “hey Tiago (that’s me, in case you missed the first post when I said Fax was just a nickname. Come on dude, catch up!), how come you didn’t model your own head instead of using Roland’s sketches like a sheep?”, two reasons. The first is I actually did, the first time around:

(with not-so-awesome results)

The second is showing off highly detailed models of my facial features would spur an avalanche of female comments, and my girlfriend wouldn’t love that. What was that? “Knock it off, Faxie”? Oh you don’t believe me? Pfft. Please.

Anyhoo, if you’re a perfectionist like I tend to be, you’ll have a lot of trouble with this part. You’ll really have to restrain yourself to avoid spending hours and hours playing with the vertices. And trust me, it can get tricky! But whenever you spot something weird, it’s usually a matter of turning the camera to a different angle and you’ll see a vertex or two hanging way away from where they should be in the “unsubsurfed” mesh.

So here’s my, um, kid.

And again, I'm stuck with him for the rest of the book.

This will be a three-part chapter again. On the next post about it we’ll be creating the rest of his body, leaving the best bit for the third part ;)


This post is part of a series on the book Blender Foundations.
You can find the base post of the series here.

Next post on the series: Chapter 6 (Character Creation), Part II
Previous post on the series: Chapter 5 (Lighting), Update on Part II


2 responses to “Chapter 6, Part I

  1. Moonwolf12 March 5, 2011 at 10:13 pm

    Thats where I got stuck modeling my heads XD I’d try to go into WAY too much detail when doing point by point modeling.

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