Here is our fourth part to our first Citizen Exclusive lesson that will cover the creation of the below concept from Drew Wolf.
In this tutorial you will see the entire modeling process demonstrated, everything from blocking-in to fine detail work. You will find many techniques throughout that you may apply to your own modeling to improve your work flow.
In the fourth part of this tutorial series we continue filling out the mesh and prepare the model for sculpting. A focus is put on creating an even polygon distribution and clean topology.
To download this tutorial please log into your citizen account here, or join the ranks today. Reminder that being a citizen member not only gives you access to periodic exclusive tutorials, but access to our complete source library from CG Cookie and Blender Cookie. Normally 4USD a piece.
Thank you for the support and more education is on the way!

*Concept art was submitted and completed by DREW WOLF
What is Covered in this Lesson
- Completing the head
- Preparing mesh for sculpting
- Proportion adjustments




To download this tutorial please log into your citizen account here, or join the ranks today.Reminder that being a citizen member not only gives you access to periodic exclusive tutorials, but access to our complete source library from CG Cookie and Blender Cookie. Normally 4USD a piece.
















Jonathan,
After watch Avatar and some Avatar “behind the scenes” I was wondering if this kind of poly modeling is the future of 3D art or if sculpting from a base mesh (or some kind of scanning) is basically how it’s going to be. This would of course bring computer art almost full-circle making skill in art crucial compared to skill on the computer.
Like Matthew said, I believe both skills will always be crucial. At least for the next few years. Modeling by hand will probably slowly move more and more towards being used primarily on independent short films and such while all of the ultra high-res sculpting will be used in high-end productions. That being said, the chances of software being good enough to automatically generate a easily animatable mesh with good topology, without any manual modeling, is pretty unlikely for some time.
Ah, you’re right. Even the high-res sculpts are often re-topologized by hand to make sure the edge loops are correct. So even if a character is scanned in, it still has to be reworked.
Thanks.
both skills will always be crucial
Really cool, but… no ears?
There are no ears as they will be covered by his bandanna, thus removing any need for them. This is discussed during the tutorial.
You can also watch the tutorials from Jonathan on “modeling a human head” (parts 5 and 6 I think) and that will take you through ear modeling for a character.
great work and it wasn’t tedious at all. looking forward to more topology tutorials. once again thanks