3D Head Model

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.

head3 hdrender crop tn 3D Head Model blender 3D Modeling

Oh, here’s another render of the same mesh I but with different lighting and rendering settings:

head3 cropped tn 3D Head Model blender 3D Modeling

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.

alienhead tn 3D Head Model blender 3D Modeling

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.

Human Face (2nd attempt)

Another practice session with Blender 3D today. I modeled another face. Not bad for five hours of work. It’s not textured but it uses Blender’s sub-surface scattering as apart of the mesh’s material.

practicehead cropped tn Human Face (2nd attempt) human face blender

As for rotoscoping reference — I didn’t use any. I just used my best judgement and the help from one of the online videos I found at Montage Studios. This one came out a little bit better and was fun to put together. One day of course, this face will have to be linked to the rest of the body, but we’ll see. That’s still quite hard for me at this stage.

Wiimote Final Render

wiimote final render small tn Wiimote Final Render blender 3D wiimote

Okay, maybe not a final, final render, but I think except for some tweaks here and there, it’s pretty much done. There are some things I can do, which you’d never see, so I think I’ll skip doing them. Maybe it’s lazy, but this being my first Blender 3D project I’m pretty damn content with the way it turned out. It’s probably not the most efficiently modeled 3D object and the texturing is half-assed, but it looks damn good.

For those interested, I used subdivision surfaces and except for the four lights on the bottom of the wiimote, everything else is actually one mesh — the face plate, the entire body of the wiimote, everything. One mesh. It was hard working with the subdivision surfaces at times because it likes everything to be rounded and things on the wiimote’s faceplate have sharper corners. In retrospect maybe I should have found some different way to do the faceplate, making the holes for all the buttons proved to be quite an undertaking and resulted in creating a lot of the edge loops around the wiimote mesh. I wanted to try and capture as much of the geometry of the wiimote as possible. I think I succeeded. I’ll post a montage rendering of the wiimote in various positions. For tonight, you get this:

Wiimote in Blender (WIP)

I’m back in the bay area today. Nice weather we’re having. I’ve been watching it part of last week — there were supposed to be thunderstorms in San Francisco. Yesterday, I started my journey back home around 3 am. The flight from Philadelphia to Chicago, no problem. In Chicago I learned they downsized the plane for whatever reason but I got onboard. When we reached San Francisco all I could see were peaks of the Golden Gate bridge and the rest of was just a dense white fog. No visibility, but our intrepid pilot decided to try and land anyway. Turbulence all the way and the passengers were upchucking the five dollar “snack packs” that United sold us a couple of hours ago. Just as we were fifty feet off the ground we sudden pulled up and skipped SFO all together. We didn’t learn till later that there was a sudden gust of wind (a freak one-in-a-million chance according to our pilot) that caused us to pull away. In San Jose we did a “gas and go” and a bunch of disgruntled and ill passengers opted to get off the plane ( at their own expense — United wasn’t going to off load their baggage and they were on their own to get to SFO). We landed though and I got home. Then the clouds broke and the sun shone down on the newly washed and cleansed Earth. What a day.

Today…I spent the last day of my vacation being somewhat industrious. Blender’s really piqued my interest in 3D modeling again. So after a day of work, here’s what I have: an almost complete, untextured Nintendo Wiimote. I did it using images I found off the Internets and modeled the entire thing with subdivision surfaces. Throughout my entire marathon modeling session, Blender didn’t once throw a fit or crash. Amazing. trueSpace or Martin Hash would have crashed a hundred times by now.

Reference Image (I used photoshop and cut it up into a front, top, and side view and discarded the ones I didn’t use):

wiimote Wiimote in Blender (WIP) blender 3D wiimote

A shitty render of my modeling work (I’ve got to learn how to set up lights and render better):

wiimote test Wiimote in Blender (WIP) blender 3D wiimote

Enjoy! I need food and lots of TV now. Back to work tomorrow…