Some more Blender practice. This time an entire head. “Where are the ears?” I hear you saying. Next time. Next time there will be ears. I’m not 100% happy with the render. I’m playing around with Blender’s subsurface scattering parameters, but I said to myself, “this is the last render of the night and I’m going to post it no matter what.” I modeled the head from a cube and used subdivision surfaces again. For the most part I modeled the head by just splitting and merging polygons until I got something that looked like a very tesselated head. At first the head was very blocky looking and had way too many polygons. Most of the work I put into this was spent finding ways to cut down the number of polygons and to form the various polygon loops that make up the head. If you thing about it, there are circles that radiate outwards from the eyesockets and from around the nose and mouth and even the entire skull. These loops meld into each other and when they do and they’re sculpted smoothly it gives you a pretty pleasing looking 3D mesh.
Oh, here’s another render of the same mesh I but with different lighting and rendering settings:
And just for kicks, here’s an alien face I did yesterday. The goal for this mesh was just to see how fast I could model a face from scratch. I wasn’t trying to make it look beautiful. I wanted it as ugly as I could get it and see what kind of monster would appear.
That’s all I got for you right now. More to come.
Oh, did I hear you say something about DS Homebrew? How’s that going, you ask. Not going right now. Going slowly maybe. I’m torn between letting my Blender kick play itself out, but there are some hefty things I want to model and it seems that now is the time to be learning and moving towards that goal — besides I seem to be moving pretty damn fast at the pace I’m picking up and learning things in Blender. I’m also trying to relegate Blender to the weekends and spend the scant hours I have during the weekdays to write code and study DS stuff.








