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Subject: WIP: Head


Nicholas86 ( ) posted Thu, 20 January 2005 at 1:17 PM · edited Fri, 27 February 2026 at 11:08 PM

file_172687.jpg

Using loop based topology that I've gathered from various sources, and detail being able to easily be added now with the loop cut tool. I love Blender:)


ysvry ( ) posted Wed, 02 February 2005 at 4:37 AM

looks great and polyeconomical :)

for some free stuff i made
and for almost daily fotos


haloedrain ( ) posted Tue, 15 February 2005 at 1:34 AM

It does look really good so far, very clean. Looks like you'll need to move that white line or connect up some more vertices there by the nose or you'll get some strange curves, though. Then again, I haven't got much experience modeling heads, so if you've got some sort of master plan just ignore me ;p I usually box-model stuff and I've never actually modeled like this, in blender or otherwise, so how do you go about starting something like this, add faces on, etc.? I can see how the loop tool would be really helpful once you get something to work with.


Nicholas86 ( ) posted Tue, 15 February 2005 at 7:59 AM

Essentially I started by switching to edit mode, deleting the default cube, and drew polylines and created the outline. I then connected the unconnected vertices and then filled the polys. Continuing to add sections until satisfied with the basic shape. This is just a base head shape. I keep this around whenever I need a head model, so I can quickly reshape it for the desired project. I find box modeling restrictive, modeling with polylines gives you the ability to shape your model from the beginning. Box modeling is good for quick mockups of certain models. Brian


haloedrain ( ) posted Wed, 16 February 2005 at 12:43 AM

When you say you drew polylines, how do you mean? Is there a "Polyline" tool that I'm somehow not seeing or some wierd hotkey I haven't heard of, or did you do something like bezier curves? I appologize for my ignorance, I did look for tutorials on the subject, but I couldn't find anything that related specifically to blender :(


ysvry ( ) posted Thu, 17 February 2005 at 4:52 PM · edited Thu, 17 February 2005 at 4:55 PM

to draw polylines go into editmode by pressing tab then
ctrl leftmousebutton (from now on lmb )to add points, second and consequent points are always connected by a poli line, then if you want to conect points later choose them by rmb cliking them hold shift to select more then one, push f to make edge or face simple as that. to deselect points click a

Message edited on: 02/17/2005 16:55

for some free stuff i made
and for almost daily fotos


haloedrain ( ) posted Thu, 17 February 2005 at 11:55 PM

Oh, control-leftclick! I never would have guessed that (although you'd think I would, having used bryce for so long....) But seriously, is that in the documentation anywhere? I've read the bits on mesh editing and didn't see it, but that could just be me being totally blind to the obvious. If it's not in there though someone should inform the documentation people, that's a pretty egregious thing to leave out.


haloedrain ( ) posted Thu, 17 February 2005 at 11:55 PM

btw, thanks for the tip on polylines, I'm going to have to play with that now!


TOXE ( ) posted Fri, 18 February 2005 at 4:39 AM

Looks good, nice to see you here Brian:-) -TOXE


 


ysvry ( ) posted Fri, 18 February 2005 at 7:17 AM

your welcome, its in there some how or in a tut i downloaded well tell them to put it more clearer anyway as i also struggled with it lol.

for some free stuff i made
and for almost daily fotos


Nicholas86 ( ) posted Fri, 18 February 2005 at 9:01 AM

Hey TOXE:) Still a loyal Carrara user though! But a nice addition to the toolset:)


TOXE ( ) posted Fri, 18 February 2005 at 9:51 AM

Yess, but for now i'm a really beginner with Blender, maybe i'm a quasi-master of wings talking about othre apps;-) -TOXE


 


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