Join Ryan Kittleson for an in-depth discussion in this video Sculpting the head, part of Character Modeling in Blender.
The head is the main focal point of this character. It needs to convey his personality and emotion. We should give it some special attention. We're going to continue some of this same basic sculpting with a few extra tricks thrown in for good measure. So let's get down to it. All right, let's zoom in on the head. Now, I think we're going to need a little bit more detail in our sculpting mesh in order to sculpt this. So let's subdivide the mesh one more time. Now, I want to sculpt the facial details in the right place according to the concept art. So let's go into our four views, so that we can see our reference.
Remember, it's Ctrl Alt Q. Now, the problem here is that the model is covering up the facial features. So let's get around this by making our model a wire frame. And one issue. If you switch the view port to wire frame, what happens is the image plane goes to wire frame as well. So, that's not going to work. Let's switch that back so solid. So what we need to do is adjust the rhino wire frame. So what I'm going to do is go from sculpt mode to object mode. Now, with the rhinoceros selected, all we have to do is go to the Objects tab right here and let's scroll down.
Let's scoot this out, so you can see it more clearly. I'm going to change the display type from textured to wire just for this one object. Okay, so, now we can go back into sculpt Mode and let me just go into the side view here, Ctrl+Alt Q. And let's zoom in a little bit. I'll change the size of my brush by hitting F. And now what I can do, is just sculpt the mesh right where I know that the eyebrow and eyelids need to be. A little bit of an eyeball here. And let's see, I know that there needs to be a little bit of a fold right here.
And also, let's see, we need a little bit of a mouth right here. This is going to be pretty rough for now. Just to let us know where the landmark should be. Let's see I know there needs to be a nostril right here, and I'm actually going to hold down Ctrl and sculpt inward right here for inside the nostril. And let's go up to the ear, i'm going to sculpt the basic position where the ear should start. Okay, great. Let's actually go into our front view. So Ctrl+Alt Q, move the cursor into the front view, Ctrl+Alt Q again. And I'm just going to sculpt a little bit more on here so I can define a little bit more of where these facial features should go according to the front view.
We've got some nostrils here, and some lips. Okay, great, so let's go back into Object mode. So we can set our display from wire back to textured, and let's go into our perspective view. Ctrl Alt Q. Ctrl+Alt Q again in the perspective view. Hit five on the keypad until we get back into perspective, and let's zoom out and see what we got. And actually, let's go back into sculpt mode okay great. So it's not perfect it's a little bit on the surface, the facial features don't really look like they're different structures integrated with the whole, they kind of just look sculpted on the surface.
But at least it's a landmark to start working with. You might want to find reference images of rhinoceroses or maybe people with big noses or something, whatever reference helps you. So what i want to to do is zoom in a little bit and just keep working on the face. So it looks like I'm going to need a little bit more flesh here. I really just want to build up the bags underneath the eyes, and the brow, kind of define that more, give it more volume, you want some definition and. Go to the forehead, and get some nice bony brow detail here, and then kind of build out the ear a little bit more.
Something i can even do here is get the grab brush, increase the size a little bit, pull out the ears and lets go back to our clay, and work on some of the structure a little bit more. So maybe the horns I want to build out. A little bit more of a shape to them. I also want to define the nostrils a bit more. A bit more of a lower lip detail. Maybe some double chin going on. Maybe some jaw. So, you could really take this pretty far and spend a good while on it. Just remember that we're about medium details right now.
We don't want to get into fine wrinkles or skin details yet. This is still very much about the major structural shapes. The objective is to get to the point where the major anatomical shapes are defined. Another reason why we're not going to get into fine details is because we just can't subdivide the mesh that much yet. The computer wouldn't be able to handle it. So this is a good chance to practice some more sculpting and learn a trick for seeing the reference through the model. I'm going to leave it here for now but go ahead and feel free to sculpt out more of the facial anatomy.
- Creating a mesh object
- Mirroring a model
- Extruding and cutting polygons
- Using multiresolution sculpting to sculpt the body and head
- Drawing new topology
- Connecting different body parts
- Retopologizing the model
- Sculpting anatomical details
- Making clothing
- Brushing with texture maps