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ForumsShowcase → Blender Head
Blender Head
2004-06-06, 2:17 AM #1
So I decided to learn Blender and I chose for my first project a human head. Here's what I got. If some of you more experience modelers could critique it, that'd be cool.

(also, don't mind the third edge on the top lip, that's gone already.)

[http://myweb.cableone.net/alberts/blendhead.jpg]

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WOOSH|-----@%
Warhead[97]
2004-06-06, 4:29 AM #2
Might be good for someone who hasn't eaten in two months... or maybe a cadavre? Right now it looks more like a skull than a healthy human's head. The back of the head looks too boney and the eyes are dug in too deep.

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WAITER: Here’s your green salad, sir.
ANAKIN: What? You fool, I told you NO CROUTONS! Aaaaaaargh!
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2004-06-06, 6:59 AM #3
You've got all of the vertices in the right places, but what you're lacking is dimension and form. I'm almost certain that Blender can support images behind the model. Place a human head behind the model, and work from there. Glad to see we've got another one on the way.

JediKirby

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<]-[ellequin> Nothing is quite as satisfying as placing a .177 lead pellet in between the eyes of a cat.
<]-[ellequin> I think I will leave it's corpse there, to warn all the other cats to keep out of my hibiscus patch

Live on, Adam.
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2004-06-06, 1:01 PM #4
I'm not exactly a blender guru, but for your next model, you should try to avoid using triangles, as it tends to do funny things to the model when you turn on the smoothing. Other than that, its a good first effort. Blender can be a pain to get the hang of. [http://forums.massassi.net/html/biggrin.gif]

These two threads over at the elysiun forums are very helpful

Modelling a head

General modelling strategies

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This one day I went to change my password, but being the clever chappy that I am, I accidently typed the new pw into the e-mail address bar and clicked submit, hence the slightly modified new user name. Go me and my awesome computer skills.

[This message has been edited by Run- (edited June 06, 2004).]
This one day I went to change my password, but being the clever chappy that I am, I accidently typed the new pw into the e-mail address bar and clicked submit, hence the slightly modified new user name. Go me and my awesome computer skills.
2004-06-06, 2:16 PM #5
Avoid triangles? I was trying specifically to use triangles, haha. Good to know. Thank you guys.

Quick update:
[http://myweb.cableone.net/alberts/blendhead2.jpg]
[Edit: Wow, that first face tutorial is insanely helpful just from a glance at the picture...that's a much better way to do a face, especially with animation...wow.]

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WOOSH|-----@%

[This message has been edited by BobTheMasher (edited June 06, 2004).]
Warhead[97]
2004-06-06, 2:17 PM #6
That looks a lot better.

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I bet you think that's funny, don't you.
I bet you think that's funny, don't you.
2004-06-06, 2:19 PM #7
MUCH better.

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[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2004-06-06, 5:13 PM #8
I suppose I should have mentioned this earlier, but it slipped my mind. You can convert triangles to quads using ALT+J, but it might throw your model out a bit and you'll need to fiddle with some of vertices.

That scond head looks much better.

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This one day I went to change my password, but being the clever chappy that I am, I accidently typed the new pw into the e-mail address bar and clicked submit, hence the slightly modified new user name. Go me and my awesome computer skills.

[This message has been edited by Run- (edited June 06, 2004).]
This one day I went to change my password, but being the clever chappy that I am, I accidently typed the new pw into the e-mail address bar and clicked submit, hence the slightly modified new user name. Go me and my awesome computer skills.
2004-06-08, 5:29 PM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Run-:
I'm not exactly a blender guru, but for your next model, you should try to avoid using triangles, as it tends to do funny things to the model when you turn on the smoothing.
</font>


Avoid triangles? Im not claiming to know everything there is to know about modeling, but I thought 3 sided polys were standard for every program for the sake that it has a definate surface. I cant even export an object to 3DSMax with out all the polygons being tripled. AS far as smoothing goes, in lightwave, smooothing looks tons better when everything is tripled because of that definate shape. Im sure there are exceptions but for the most part, triangles are the way to go, just learn to use them right [http://forums.massassi.net/html/wink.gif]

Great work on the update by the way, keep at it man [http://forums.massassi.net/html/smile.gif]

-Salvation

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"Count the Bodies Like Sheep to the Rhythm of the War Drums..."
"...Those living for death will die by their own hand, Life's no ordeal if you come to terms, Reject the system dictating the norms..."
2004-06-09, 2:05 PM #10
I think it depends on what you are doing. Tris is faster for games but for general purpose modelling quads are easier to use. Quads also tend to give better subdivison and subsurf results, and avoid some specularity weirdness, although this could just be a blender thing.

Probably depends more on whether or not you're using them right and what you want to model. Smooth stuff (like heads) and animations tend to come out better with quads.

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This one day I went to change my password, but being the clever chappy that I am, I accidently typed the new pw into the e-mail address bar and clicked submit, hence the slightly modified new user name. Go me and my awesome computer skills.
This one day I went to change my password, but being the clever chappy that I am, I accidently typed the new pw into the e-mail address bar and clicked submit, hence the slightly modified new user name. Go me and my awesome computer skills.

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