Hello and welcome to this tutorial series on creating a realistic head in Blender 2.6!
This is a complete tutorial series explaining the creation of a realistic human portrait with Blender. The entire process will be covered from base mesh modeling, detail sculpting, texture painting, hair growing and styling, sub-surface scatter shading, and compositing. Some of the more time-consuming tasks will be time-lapses with commentary like modeling, sculpting, and texture painting; the other parts will be mostly real-time.
Now that we have a base mesh retopologized from our foundational sculpt, we’re setup for maximum sculpting efficiency. In Part 2 we’ll be sculpting the high-frequency detail of the human face: Wrinkles, creases, and pores. This detail will be maintained throughout the series in a multi-resolution modifier and rendered in our final still.
DISCLAIMER: We cannot redistribute the references used in this tutorial due to the license, but we can use them under Fair Use laws for educational purposes. They’re not available for commercial use, though.
Note: This series has been previously available on Kent’s Vimeo channel but he has kindly permitted us to repost them here in order to reach a greater audience. Parts 3-4 will be available on Blender Cookie very soon, while part 05 will be available exclusively on Blender Cookie.