In this Blender 2.5 modeling tutorial series we go through the entire process of modeling a detailed, female body. This tutorial puts a strong emphasis on topology and anatomy, making use of photo referenced from 3d.sk
In part 04 of this series we model the nose and connect the mesh to the surrounding areas.
Once the modeling is complete in this series we will move onto texturing the final model.
Reference Images were purchased and licensed from 3D.sk. To learn more about 3D.Sk please visit them today.
Support the site – Download includes:
- High resolution .mov Video
- .blend files
- Reference images
















Great tutorial. I will follow along, so I gotta watch it several times. Thanks again!
The download has the right video but its mislabeled as female_body_03_eyes.mov. Great tut!
This should be fixed now, thanks for pointing it out Hans!
-Jonathan
Yes!
The layout of the mesh around the face is very important and well covered. Keep’em coming.
Thanks,
Dick
This tutorial looks so good that I think even a noob like me can follow along, just like a quality tutorial should be! I will give it a try! In advance, thank you A LOT!!
Just a question.
How many takes did it take to get this tutorial done? One?
Very well done.
First try actually
-Jonathan
Excellent tutorial.
awesome tutorial! is there a part 5? i really want to learn how to model the torso
There will be many more parts past 05, I am doing the entire body in this series.
-Jonathan
Great work on this video. I’ve been dying to see you finish this one. Great topology and edge flow. The eyes seemed like they were a little dense in the last video but you have worked them in nicely in this video and fit it all together seamlessly,
Loved it ^^
when will the next one coume out?
Next week likely
Glad you like it!
-Jonathan
Haven’t seen it yet but looking forward to it. Glad to year the next one is coming out next week. Thanks again for all your hard work.
Jonathan,
This series is very important. There are loads of good clothed figure stuff out there. But your attention to details of the body derived from photographs has not been done. This is exactly the sort of thing I need to create a character (or creature or animal) with specific features derived from photographs rather than generic features.
If there are many more installments to come (hope, hope) you should consider packaging it and selling online in the future.
Dick
Man, how did I not know about the keyboard shortcut ‘V’? That’s pure awesomeness, so glad I watched this.
great tutorials!… keep up the good work Jonathan.
-zero from Nigeria.
Love your attention to detail in all your tutorials!
I really like your narration, which connects me to how you are thinking all the time.
I was thinking that if this lady were to come across this series, she would have an immense amount of gratitude for your work.
Sorry for the stupid question but is it $4 per part or $4 for access to all the parts once theyre posted? Thanks in any case.
$4 per part actually. Not a stupid question at all
-Jonathan
Another “stupid” question if I may…
-Are the textures included in any of the parts?
If I would buy either part, would I get the reference images and everything?
I’m sorry but the video has a huge size comparing to its length I don’t watch the tutorial on the website I download them to see them later,
part 5 soon?
sry for being so annoying XD
Very soon!
-Jonathan
I just wanted to thank you for creating this tutorial series. This is precisely what I was hoping for. I have a need to model several female characters and these tutorials are truly wonderful. This is like a gift from Blender heaven. \n\nThank you so very much. \n\n- James
So can someone with more experience than me let me know if this is considered a high or medium poly mesh? Somewhere inbetween?
Hello! First of all, I would like to say thanks to Jonathan for this awesome, much needed tutorial, I have been looking for something like this for years. That and the fact that blender is way easier to navigate than I expected, have helped me, in days, realize a project I was holding back for a long time. Secondly, I do have a little situation I could use some help with: when I produced the spheres for the eyeballs, it sort of did it in a way that the program sees all meshes as one (the body and the eyeballs). This posses a little problem for selecting parts that overlap each other. I have come as far as this video goes and I have been able to navigate around it, but I fear this may pose a problem in the future, maybe because I shouldn’t have done it this way in the first place. Can I separate and make it into another object, or something? All the advice is appreciated in advance. Thanks again and I wish much success to J. W. and all of us aspiring artist.
Hi Jony,
Thanks for the encouraging feedback! You can separate any selection into a new mesh by pressing P > Selection. You can also easily select individual pieces inside a mesh by hovering your mouse over a single section and then pressing L to select everything that is connected to what’s under your mouse.
I hope that helps
Cheers,
Jonathan
Many thanks Sir!
It is indeed very helpful.
Cheers!
while joining the surfaces it forms a dent
i am currently using blender 2.6
the dent means it looks black in the shading
pls help
do you guys have a tutorial on game characters?
Hi all.
slowly working my way through this series (this half-hour episode’s taken me about 8 hours so far lol).
hit an issue. i’ve got my nose done, but now i’m joining up the topology around the eye sockets, i’m getting a “feature” on my topolgy : a noticeabel crease and dark shadowing where the faces i create join the eyes to the original face loops created a couple episodes ago :
http://img3.imageshack.us/img3/5290/blenderbleb.jpg
what have i screwed up? i tried recalc normals but it didn’t do much at all.
TIA.
Right, sussed it! had to fiddle about and find how to turn on the normals but it turns out all my eye scuplting is facing inwards. not sure why this would be as i’ve been following JW’s tutes closely (or so i thought, lol). Also turns out the Recalc Normals does nowt if it can’t work out which way “out” is, so i tried Flip Normals and that seems to be doing the trick. so : about the normals – in my other modellers, you had to specifically click verys in either a clockwise or anticlockwise direction to determine which way your normal faced. far as i can tell Blender doesn’t seem to follow this convention? any reason my eyes went back-to-front, or have i perhaps just accidentally rotated/extruded an edge that way when starting out, or such like?
cheers!
KW
Hey Jonathan! Your video 4 and 5 need to be switched around D;
Im trying to get the head done right now and went to part 4 and its apparently after part 5.
Im talking about on the buttons to switch to each part o.o; unless… this was how you wanted it? o.0;
Thanks for the heads up Jerry! It should be fixed now.