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-Tutorial:. Modelling a head in Blender-
Author: Viacheslav Slavinsky (svo)
Date: 11 November 2001
Level: intermediate
Short Description: Svo has done a very nice job on creating this image, and a even better job writing a tutorial about it. So now everyone with some modeling experience should be able to model a fairly realistic human head.
Rating: 6.8

Introduction:.
Modelling a head is a rather simple task, although very few can really accomplish good results at it. The shape of a human head is nothing extraordinary, but it is a thing that we see many times everyday. That's why anything that's wrong immediately catches our attention. We feel them instinctively (and especially those of others!). It is important so, that the head should look right and be in the right place.

In this tutorial we'll create a rather pretty head. We'll use Blender's mesh editing tools. Blender is really the best at mesh editing, so why let this feature go. In Blender it is really easy to create meshes of any degree of complexity and without any constraints.With the help of other tools you can get nice smooth surfaces built with very few polygons.

Preparing a Sketch:.
Many people try to avoid the sketching stage. However, this is a very important stage and making a couple of sketches could shave off many hours of work later. I understand those folks who avoid doing that.. I'm not really good at pencil myself. But still, I prepared a sketch right in Blender, with the help of Bezier curves.
This is a very rough sketch and later it will be seen, how unprecise it is. But to start out with, it will be fine. If you're not a pencil master, picture something of the sort. It will serve you as a guide when you'll fill the empty space with polygons.
To make a sketch, I have prepared the golden section rulers. Pay attention to how the face parts are correlated with proportions. The eye cuts are placed approximately at half the head's height, despite of the common belief that they grow on the forehead. This is a very common mistake indeed, please avoid doing so.
Use beziers at full throttle. To make them more attentive, use vector and independent handles. Select a control vertex, press VKEY to make the vector handles. HKEY will make them independent and another press of the HKEY will make them default back again. After you're done with curves, move them back and forth in depth.


To make the sketch separate from our editing space, yet visible, it is a good idea to move it into another scene. The following actions show how to do that.
Choose ADD NEW->Empty in the scene selector at the top of the screen (now you probably see SCE:1 there). Thus we will create a new empty scene. Now click the selector, pressing shift this time: it's a good idea to give this scene a name, say, "Sketch".
Press Ctrl-Left, which will move us to the screen called "screen" from "screen.001". Did you note that "screen" still contains scene "1"? Kinda useful, isn't it. Select all objects on the scene "1". It will only make sense to leave the camera unselected.
Now press CTRL-LKEY. Choose "To Scene.." in the menu and select "Sketch" scene. After we're done with that, all objects from the current scene became linked with the objects from the another, to where we linked them to. As a visual proof, we have objects' pivot points turned blue from magenta. The beauty of this action is in the fact that if we delete those objects from the current scene, they'll stay in the another and vice versa.
Let us remove everything except for the Camera from the scene "1". Select all, unselect camera and press XKEY, Erase Selected? Yes.
Now for the kicking part. Go to RenderButtons, F10 and select "Sketch" scene in the "Set" group.
As a result now we see our sketch, but can't spoil it. It's gray and uneditable (or unedible). This is called convenience.
Now, after you've done all of that, if you paid enough attention you would ask: `But why? Why not rename the first scene into "Sketch", create a new one, and start working there?'. Answer: because just in case you didn't know how to link objects between scenes, now you know. Now get down to the business. Let's model the head and fill some polygons.


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