In this Blender 2.5 video tutorial you are shown how to model a human head basemesh that can easily be used as a starting point for sculpting. This tutorial demonstrates the modeling process, discusses the topology and then showcases the end result of using just such a basemesh for sculpting.

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75 Responses to “Modeling a Human Head Basemesh”
  1. Posts: 7

    Many thanks for that, much better than what i’ve been using so far =)

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    1
    Jan 15, 2011 at 10:33 am
  2. Taco Bell
    Posts: 35

    Awesome thank you. But it would be nice if you guys did a game engine charater tutorial series, Rig him and textere him and stuff.

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    2
    Jan 15, 2011 at 10:41 am
  3. Christopher Wright
    Posts: 13

    How do you render in wireframe?

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    3
    Jan 15, 2011 at 11:03 am
    • hallowedking
      Posts: 19

      Same thing I want to learn,how to render a surface and wire frame at the same time so the mesh and the geometry structure is rendered,Ican only render just the surface or just wire frame not both,I have seen renders that had the wire frame over the mesh,not an invisible mesh with just wires,so I know its possible,probably an external render though.

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      3.1
      Jan 15, 2011 at 11:56 am
      • K3
        Posts: 1

        Quick and dirty method is to duplicate the mesh and then set one mesh to render “wire” and the other to “surface”.

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        3.1.1
        Jan 15, 2011 at 1:26 pm
      • Serpent36
        Posts: 80

        I typed Wireframe into the search box above, pressed enter.
        A tutorial on it pops up.

        http://www.blendercookie.com/2009/05/02/tip-wireframe-overlay/

        Just search. :D

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        3.1.2
        Jan 15, 2011 at 2:00 pm
    • M@t
      Posts: 1

      One way to do it is to duplicate the object, scale it up a tiny bit, add a new material to it, set the type to wire., change the diffuse colour to black and hit shadeless. Its not perfect, but it works.

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      3.2
      Jan 15, 2011 at 1:11 pm
    • Jackal
      Posts: 6

      or you could try and play with material nodes in the node editor, use ordinary material and a wire frame layered on top of that

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      3.3
      Jan 16, 2011 at 6:58 pm
  4. Caio Gomes
    Posts: 2

    Nice tutorial, thanks :)

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    4
    Jan 15, 2011 at 11:05 am
  5. Niko
    Posts: 2

    How do you render with the wireframe on top of the solid?

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    5
    Jan 15, 2011 at 11:14 am
    • Dan Perron
      Posts: 1

      The best way is probably to use exported UV layout as a diffuse texture.

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      5.1
      Jan 15, 2011 at 12:11 pm
  6. Posts: 14

    I’d like to see a tut on modeling a low poly for a game from a sculpted model (retopology I think…) I don’t think there’s enough love for the BGE on this site
    or any for that matter

    but very nice tut thanks Jonathan

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    6
    Jan 15, 2011 at 12:14 pm
  7. Ertyui
    Posts: 5

    To render the wireframe and the surface, you can use the following tutorial:
    http://www.blendernewbies.com/tutorials/video/solid_wireframes/solid_wireframes.html

    In short:

    1. Duplicate the mesh at the same location
    2. Make two materials, one solid, one wireframe.
    3. Make them have different colors.
    4. In the materials-panel of the wireframe-material, turn on Wire and Ztransparancy.
    5. Turn up the Zoffs to 0.05
    6. At the shaders panel turn the specularity and hardness down to zero.
    7. Render your frame, if the lines aren’t clear enough turn up the Zoffs by 0.01 and repeat.

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    7
    Jan 15, 2011 at 1:25 pm
  8. Ben
    Posts: 4

    i would like to see less modeling and more animation, texturing, game engine and compositing.

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    8
    Jan 15, 2011 at 1:58 pm
  9. Posts: 160

    There are lots of ways to skin a cat, and I have skinned many. But not all of them lead to proper / correct topology from the start. I appreciate the tutorial taking me back to the basics of setting up a topologically correct mesh.

    Cheers,

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    9
    Jan 15, 2011 at 2:25 pm
  10. A!E
    Posts: 53

    YOU HAVE NO IDEA HOW HELPFUL THIS IS! I’ve wanted this tutorial for such a long time. It’s nice and short, too. Thank you so much. I needed this for a project, and this will save me hours of experimenting! Thank you, Jonathon.

    -A!E

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    10
    Jan 15, 2011 at 2:40 pm
  11. A!E
    Posts: 53

    P.S. Can we have a body to go with it, male and female variations, too? Please?

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    11
    Jan 15, 2011 at 2:43 pm
  12. Posts: 17

    Very nice! I will now jump into Blender and try it out myself.

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    12
    Jan 15, 2011 at 3:00 pm
  13. Posts: 169

    So Jonathan, say you’re trying to create a character that’s going to be animated. Wouldn’t sculpting from such a basic base mesh leave a lot of retopo work?

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    13
    Jan 15, 2011 at 3:02 pm
  14. haqzaf
    Posts: 1

    Hi,Jonaythan Williamson,

    Thanks for this tutorial

    my progress link,

    http://browse.deviantart.com/?q=gallery%3Ahaqzaf%2F9410305#/d3790yq

    hope,you may continue further to teach sculpting steps for this base mesh.

    I used female ref image to follow your tut steps.

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    14
    Jan 15, 2011 at 3:11 pm
  15. Posts: 140

    Could you do a quick tip on how to play a tutorial in the image editor? I find it difficult to work with the video on one side, and blender sqeezed in next to it:)

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    15
    Jan 15, 2011 at 3:22 pm
  16. mantra
    Posts: 1

    cool tut, tnx.
    i like it

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    16
    Jan 15, 2011 at 4:51 pm
  17. A!E
    Posts: 53

    Another thing, could you possibly create a tip on how to make the mouth without ruining the meshes equality?

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    17
    Jan 15, 2011 at 10:55 pm
  18. Pawel
    Posts: 24

    @Verticies
    Oh, I never thought you’d do it this way, that must be hell ;) . I play tuts on one workspace, with the application on another, and I switch between the two with a shortcut. But then, I’m using Ubuntu, I don’t know if that’s possible on Windows.

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    18
    Jan 16, 2011 at 2:10 am
    • Posts: 140

      @Pawel,
      If you are talking dual monitors, My computer doesn’t support that. If you mean swapping screens, of course I can, but then I can only see one at a time:)

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      18.1
      Jan 17, 2011 at 10:48 am
  19. Andrew Price
    Posts: 1

    Fantastic work Jonathan! I’ve been wanting something like this tutorial for ages. I rarely make humans in Blender and part of the reason is that I don’t know how the base mesh should look. This tutorial took care of that nicely :)

    Cheers mate!

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    19
    Jan 16, 2011 at 6:39 am
    • Posts: 1761

      Hey man! Good to hear from you. Now let’s see some sweet human characters :)

      -Jonathan

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      19.1
      Jan 16, 2011 at 11:12 am
  20. Merlin
    Posts: 6

    Very good tutorial.I love zbrush and blender.

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    20
    Jan 16, 2011 at 6:58 am
  21. hawk3y3
    Posts: 24

    please!!!! finish the model! That was an amazing tutorial, and it would really help if you did the whole human body basemesh

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    21
    Jan 16, 2011 at 11:05 am
  22. mike mcdude
    Posts: 2

    how do you add loopcuts?

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    22
    Jan 16, 2011 at 2:08 pm
    • Richard
      Posts: 74

      Ctrl+R to add a loop cut. Scroll wheel to adjust how many to add.

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      22.1
      Jan 16, 2011 at 4:21 pm
    • Posts: 1761

      CTRL + R. After selecting the cut you can slide the loop along the faces and then left click to confirm placement. Immediately after pressing CTRL + R you can also use +- or your scrollwheel to add more loops.

      -Jonathan

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      22.2
      Jan 16, 2011 at 5:17 pm
  23. Posts: 26

    Hi, Jonathan,
    Watched all the way through and it’s great. Have two things happening:
    1. With Ctrl R, I’m normally able to just input the number of loops I want (laptop, glidepad, no mouse) and now I have to use my page up/down (guessing it’s emulating the wheel?)
    2. I have clipping on and when pull in on that first neck loop, they cross. I have tried creating a mirror over and over, and the clipping does not seem to engage. Any suggestions?
    Thanks

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    23
    Jan 16, 2011 at 8:47 pm
    • Posts: 1761

      Hi Cris,

      1. This is correct, Page up / Page down emulate the mouse wheel for most features.
      2. Are your vertices overlapping the center line? Can you send me a screenshot of the problem?

      -Jonathan

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      23.1
      Jan 17, 2011 at 9:51 am
  24. Posts: 26

    Well, created a cube separate and subdivided and deleted half the verts and added the mirror modifier and use clipping and works as expected, so maybe my file corrupted…will try again.

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    24
    Jan 16, 2011 at 8:51 pm
  25. Posts: 26

    …and she finds a new blend works and continues with the tutorial…blush.

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    25
    Jan 16, 2011 at 8:53 pm
  26. FreeMind
    Posts: 43

    ‘Now move these two points there… *poof* – hirez head mesh appears… you are done’ :D

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    26
    Jan 17, 2011 at 3:50 am
  27. Posts: 1

    great tutorial!!!! could u make a tutorial on how to create a complete human base mesh?

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    27
    Jan 17, 2011 at 10:16 am
  28. Posts: 16

    Jonathan,
    Thank you very much for this. I see you can go several different directions with this beginner tut: 1. As an intro for box-modeling a human head at higher topology and resolution (including how to properly set up edge flow with poles), and 2. As a base mesh for game engine characters. Are you planning on doing any more game stuff on this site? This would be the place I would come to learn this…

    Keep up the strong work.

    Mike

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    28
    Jan 17, 2011 at 10:17 am
  29. Posts: 124

    Nice Tutorial
    :D

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    29
    Jan 17, 2011 at 10:40 am
  30. Matt Heimlich
    Posts: 11

    Another great tut for beginners!

    Any chance we’ll see one on how to join a sculpted bust to a body mesh? Or on the basics of body topology for animation?

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    30
    Jan 17, 2011 at 12:00 pm
  31. Posts: 42

    Thanks .. very nice tutorial..

    are going to show how to detail the face..

    http://www.flickr.com/photos/51851421@N02/5362813152/

    I try.. but need to learn more about using the sculpting tools…

    sometimes the tools dont look like there doing anything..
    any sugestions or tutorials.. on just skulpting??

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    31
    Jan 17, 2011 at 1:24 pm
  32. bert
    Posts: 10

    very nice,
    on a side note, i very much enjoy your tuts on organic modeling :) keep up the good work

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    32
    Jan 17, 2011 at 1:26 pm
  33. Posts: 9

    I got to thinking, you’ve got this human basemesh project going, in addition to a basemesh, it could also serve pretty well as a mesh deform cage. I’d really like to see a tut on adapting the basemesh, and using it as a mesh defrom modifier.

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    33
    Jan 18, 2011 at 7:15 am
  34. koray
    Posts: 1

    what’s the easy way of creating a bowling pin? could you make a tutorial?

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    34
    Jan 25, 2011 at 1:35 pm
  35. Elleh
    Posts: 1

    I’ve been following your tutorial closely (and enjoying myself!), but I’ve run into the same problem as Cris: when I add the mirror modifier and enable clipping, the verticies still cross the center line. I’m using Blender 2.5 for windows 7 64 bit, if that makes any difference.

    Here’s a screenshot:
    http://i110.photobucket.com/albums/n84/dragonflyblues/blender_clipping_error-1.jpg

    Also, I somehow managed to oriented my mesh in the oposite direction from yours; but I’ll assume I can just fiddle with that later.

    Thanks for your time! I’m a total blender newbi – I’ve only had it for a few days. But between reading “Noob to Pro” and watching these great video tutorials, it’s all becoming a little clearer.

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    35
    Jan 30, 2011 at 7:35 pm
  36. Posts: 1

    Excellent tutorial!! Very helpful and well made.

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    36
    Feb 10, 2011 at 2:05 pm
  37. Sebastian
    Posts: 1

    Are you planning on making a head sculpting tutorial as well?

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    37
    Feb 18, 2011 at 4:30 am
    • Posts: 1761

      I definitely hope to in the near future! I have a lot of other topics I’d like to cover first to help fill up some of the topics other than modeling.

      -Jonathan

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      37.1
      Feb 18, 2011 at 12:07 pm
  38. Arnie
    Posts: 2

    This is a terribly basic question, sorry for my noobness: When I try and grab from the single vector to create the chin, it is pulling it out like a spike and not stretching the entire part of the sphere, what am I doing wrong?

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    38
    Feb 24, 2011 at 10:30 pm
    • Arnie
      Posts: 2

      nvm I got it proportional editing

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      38.1
      Feb 24, 2011 at 10:30 pm
      • sulik
        Posts: 1

        yeah, this tut was my first intro to proportional editing. Just press “O” to toggle it on, then grab and move as normal. The mouse wheel, or zoom control is used to modify the area of influence.
        Proportional editing is awesome!

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        38.1.1
        Sep 4, 2011 at 9:21 pm
  39. russel96
    Posts: 11

    well… this probably is kinda stupid… i don’t know not good yet… but what i do is unwrap it, save the image, then try to apply that image to the model….

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    39
    Mar 20, 2011 at 10:40 pm
    • Posts: 1761

      Hi Russel,

      I am not sure what the problem is you’re facing? Are you having trouble applying the image to the model?

      -Jonathan

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      39.1
      Mar 21, 2011 at 10:27 am
  40. Posts: 15

    Thanks so much. This tutorial helped out a lot, and I have been using this base mesh to create my first character in Blender. Your tutorials have helped me out a lot, but one I’d like to see is making a game character using this basemesh, all the way from creating the full body, attaching it, rigging it, skinning it, creating accessories, creating hair, and making the game with it.

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    40
    Sep 18, 2011 at 10:04 am
  41. Mojavi
    Posts: 1

    I am so grateful for these tutorials. When I first started on Blender, I couldn’t figure out how to use it to create a general bust. I love that when you explain each step, you say what keys to press to achieve the step. Without knowing the various Blender key functions, I wouldn’t have continued on Blender. Now I feel more confident in exploring it.

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    41
    Nov 27, 2011 at 12:31 pm
  42. Cody
    Posts: 1

    This did not work for me my Grab Command is messed up and would not give me the same results you had when you used it.

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    42
    Nov 30, 2011 at 12:42 pm
  43. Posts: 1

    Thanks! Great tutorial.

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    43
    Dec 11, 2011 at 1:10 am
  44. Photoshop Tutorials
    Posts: 1

    Terrific paintings! This is the kind of information that should be shared across the net. Shame on the search engines for now not positioning this publish upper! Come on over and visit my website . Thanks =)

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    44
    Dec 28, 2011 at 11:14 am
  45. Posts: 1

    Can someone help me? In the tutorial when he changes it to “View 2″ he has 3 rings….. 1 outer ring & 2 inner rings…..

    but when I do it & change to view 2 I only have 2 rings…. 1 outer & 1 inner

    I’ve done what he said in the video but it still ain’t working I’ve tried it a gazillion times already just with the same results. :(

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    45
    Jan 4, 2012 at 12:20 pm
  46. Posts: 3

    Hi just finished this tutorial and wondering if there is a sculpting tutorial for this base mesh, thank you.

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    46
    Jan 8, 2012 at 4:29 am
  47. Jason F.
    Posts: 9

    Hey this is a cool tutorial, but I have a question. I’ve just gotten to the part where I extruded the neck, and am trying to select some points to do some fine-tuning of the neck and jaw shapes, but my sphere of influence is too big and I can’t do it like I’m seeing in your video. How can I decrease the influence on areas I select? I can’t remember.

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    47
    Jan 9, 2012 at 7:23 pm
    • Posts: 1761

      Hi Jason,

      You can adjust the PET influence by using your scroll wheel or the Page Up and Page Down keys during any transform. So for example, press G to activate grab mode and then scale down the influence.

      -Jonathan

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      47.1
      Jan 10, 2012 at 10:03 am
  48. Posts: 1

    Jonathan: How would you take this tutorial and go from this to a full topology head, or is this more of a reference model to base other models on?

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    48
    Jan 19, 2012 at 8:28 am
  49. xMrBondx
    Posts: 2

    simple tutorial. Easy to follow thnx

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    49
    Jan 29, 2012 at 11:38 pm
  50. Kimal2013
    Posts: 1

    First off, amazing tutorials! I’ve learned tons from your tutorials, and find them really simple to follow and understand, of course making me want more, more, more! Do you think it would be possible for you to create a tutorial on creating what you call a base mesh for a typical body shape for a genderless human, then one that goes into detail with sculpting or something like that? (Not sure if that is possible, just curious really)

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    50
    Jan 31, 2012 at 10:46 pm
  51. Gunnar
    Posts: 1

    First, thank you for the tutorial, very well done. One question, does the mirror modifier work diffrently in 2.62 ? Im not sure if Im doing something wrong, but changes I make to the model after mirroring do not affect the other side like they do in your video.

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    51
    Feb 23, 2012 at 6:10 pm
  52. Pramod Shiv
    Posts: 1

    Jonathan, am a big fan of yours. Say, am totally addicted to your tutorials. Never saw anyone say this, but you have a great control over the language (pretty fast and witty at times :-) ). One little request, please enable the option so that we can see what keys you are using. Thanx and keep up your cool work.

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    52
    May 6, 2012 at 6:43 am
  53. Cannon
    Posts: 1

    When I go Grab Mode for the jaw, it doesn’t move the whole part of the sphere, it only moves that vertex. Can anyone help?

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    53
    May 12, 2012 at 9:35 am
    • Posts: 1761

      Hi Cannon,

      In order to move the surrounding geometry as well you need to enable the Proportional Editing Tool by pressing “O”. Then you can press “O” again to turn it off.

      -Jonathan

      #
      53.1
      May 12, 2012 at 9:47 am

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