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-Tutorial:. Modelling a head in Blender- |
Add
a simple Plane mesh (SHIFT-AKEY, MESH->PLANE). Remove one vertex leaving
so only 2 edges. They will become the lip corner.
Now and below it is the intensive mesh editing action going on. It's nice to know and remember those functions:
Vertex select:
AKEY - select/unselect all
BKEY - border select
BKEY-BKEY - circular select. Gray +/- change the circle radius.
HKEY - hide selected vertices
SHIFT-HKEY - hide all vertices, except for the selected
ALT-HKEY - show and select hidden vertices
Vertex operations:
GKEY - grabber, move vertices
RKEY - rotate vertices
SKEY - scale. In scale mode you can make a gesture to show in which direction
do you need to scale, then a middle click locks scale in only one direction.
This is crucial for symmetric modelling.
OKEY - Proportional Editing Tool. Kind of a magnet. Drags all points after
it. Farther the weaker. In the 3D window header you can find a switch of
the bias characteristics. Gray +/- cnange the bias sphere.
XKEY - remove vertices, edges, faces. Don't you ever think that you won't have to remove anything.
Ctrl-LClick - to add a new vertex.
FKEY - make an edge or face.
EKEY - extrude. Extrusion is a very powerful tool that allows to make edges
from vertices and faces out of edges (read: interdimensional fatigue generator!)
Hard to understand before you actually use it.
WKEY:Remove Doubles - vertex welding tool. Select a pair or more, scale them down very close together and remove doubles.
And now we have all the tools necessary for mesh editing. We have the lips
corner. Now let's move it right, rotate and match it with the sketch line.
Then add more vertices with Ctrl-LeftClick and make edges with FKEY. You
should get a mesh contour, something like this picture: |
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Now
we have the lips contour. Wonderful. Now let's add volume to them. With the
help of extrusion we can add some more contours for the upper and lower lips.
Usually I do that vertex by vertex, or in pairs to keep the symmetry, moving
them in the side view. By moving them back or forth you make it easier to
edit later because it's easier to select when all points are shifted relative
to each other. But keep the symmetry - the points should be in pairs: left/right.
Fill the missed faces manually - select four vertices and press FKEY. Yes
indeed, nobody will fill them for you! And in this tutorial you'll fill yourself
about a 1-1.5k of faces by hand and extrusion - one by one. |
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Pay
attention to the lip corners. The line that's pulled from the corner will
go not to the mouth center, but in depth of it. Carefully fill that place
with squares. I prefer to model with squares. This is more convenient
than triangles, because you get less edges and a cleaner look. Besides that,
mesh subdivision algorithms tend to work better with squares. In the end
I had to add an extra subdivision to this model and the evil triangles emerged,
but at least I could move it to the place where they are hardly noticeable. |
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