Hello and welcome to this complete Blender tutorial series on creating a realistic head in Blender 2.6 by Kent Trammell.
This is a in-depth 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.
Editors note: This series compliments well with the Citizen tutorial on Particle and Fur, Female Head series and Compositing in Blender DVD by Bartek.
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.



























This is the most difficult, challenging and the most AWESOME! tutorial series ever. Wow Kent, you nailed it.
hes freakin fast
if I could vote , this will win the best CGcookie tut “award” for 2012
Thank you for amazing series! I would also vote for it as the best tutorial for 2012!
Kent, at the first lesson you told about your hardware, and at that time you used Nvidia Quadro 4000, which does not help for GPU rendering. I recently got Nvidia 660 TI card for PC, put it into my Mac Pro 2008 under Mountain Lion and it works like a charm for GPU rendering. I imagine any 6xx series would work the same. It requires Mac power cables, other than that the card worked out of the box (no boot screen anymore, but it is not a big deal to me)
Thank you for series!
I was hoping that this tut would include a face rig (extension of rigify?), lipsync interface, and example short dialogue. I would like to purchase anyway. Could you clarify the features one more time.
Michael A. Beaver
This tutorial is great, thanks a lot for it
Thank you very much! Great tutorial series!
My result: http://up3d.de/images/photos/Portrait_gross.jpg
Hi I am having an issue with creating the multi res displacement map always just shows as a black image when i bake not sure what i am doing wrong any help would be much appreciated
Hi Jon,
Do you have both the high res and low res meshes selected with “Selected to Active” checked?
Wow! Good one^_^
I cannot for the life of me get the UV testgrid to apply to my model, in texture view mode And I cannot find any reference to troubleshoot this…
Hi Robert,
To apply the UV testgrid to the model you need to select the complete mesh in Edit Mode, then select all UVs in the UV Editor, then choose the image from the Images. This will assign it to the UVs.
I hope that helps!
hey, when you are “painting” the man, do you need a high quallity image to copy the textures??
Higher quality images are certainly best. Though the bprojection plugin will begin to suffer the higher your image’s resolution gets. I think my source image in the video is about 4K.
Heads up – the “Modeling a Female Head” tutorial series is linking here.
Thanks for the heads up! This should be fixed now.
Are you using the same head images to create the texture map for every head model you make?
-bert
Hey Kent, awesome tutorial series. Thanks. By the way, in one of the video you mention that you would prefer weight painting to be in grey scale. This is possible in the user preferences. There is a weight paint color ramp in the System portion.
Do you have to start with a gray square why not a basic head sculpt that could be pulled the face the artist wants ..it seems a Long way to go.. to get to finished product
HORROR time for just 2 eyes… I like horror things… Thank you for discomfort…
Actualy I liked you’r tutorials
Thank You Kent for a tutorial I found very helpfull. I did find some limitations. I have yet to master nodes.
so, im having some real issues trying to get that python scrypt BProjection to download onto my computer. It will only give a txt file and it seems that isent enough to do it. any suggestions?
same here. drives me nuts. please help
Kent;
What was the reason for sculpting the head then overlaying it with a base mesh? (Part 1)
sculpting the head first then doing the re-topology lets you get a better edge flow on your model, and also allows you to bring in better detail. because the base mesh you made is lower poly but has the basic structure of your model. so when you sculpt on it you can get greater detail from lower subdivisions.
thats whut i think his reasoning behind it was. hope i explained it correctly lol
hi
how much time this took for you to made ?
awesome, but so fast …
if this is a tut for beginners, then why are you going so fast i half way understand barley any of what your doing in the beginning is there a written version? of this tut or maybe a slower version? so i can emulate the same actions how else am i to learn and grasp what your doing i mean that is the purpose of a tut right?
I was disappointed, I tought this was an tutorial, but it is a demo on how you can get a realistic head in blender.
Hi Erik,
Due to the incredibly time-consuming process that is required to create a realistic head, we had to timelapse some of the videos. Perhaps some of them were a little too quick but I know Kent worked hard to try and find a balance between real-time instruction and timelapsed demos. This tutorial is meant mostly for showing the entire process involved and specifically for showing Kent’s workflow with the subject. If you’re looking for real-time tutorials on some of the specific techniques used, then I recommend checking out my series on Modeling the Female Head. It’s available with a Citizen membership: http://cgcookie.com/blender/cgc-series/course-modeling-a-human-head/
Once you’re more familiar with the techniques involved then I think you’ll find this series much easier to follow.
Cheers,
Jonathan
One word , AMAZING .
Hi Kent.. is there any source files for this series ?
Hi Getting access denied on all links in this series. Please help!
Hi,
It’s just the links on this page, they seem to work through other pages
Thank you so much Kent for sharing your knowledge & experience. Though a bit far from my skill sets, it’s been both inspiring & a good demonstration of what’s achievable with Blender (:
Many Thanx to the CGCookie team for bringing us this series (:
music gets creepy the more i keep listening lol
I found I much rather like to use BProject in the way it wasn’t intended. By picking arbitrary points on the image that purposely don’t match their location on the mesh… but this seems to cause some problems in practice. I found if I import for example a dozen images with the Create View button, I can use each one like a different layer. This would make sense if you want to take the features or colors from several different images and incorporate them into the projected texture. I found myself scaling the images up really large so I could paint more freely and using different points on the images as a color palette. This provides much more flexibility.
For anyone using BProject I would suggest packing your image texture in the Blend file so it opens back up exactly where you left off and ‘Pack as png’ to update changes from the UV image menu.
HI, tengo una duda, puedo usar el modo Texture paint, para texturizar mi modelo y exportarlo en Unity????
Well I am new to Blend and I watched the Blender Basics Tutorials but I still don’t know much about modifiers and other things. I also watched The Dynamic Topology Tutorial. It would be better if it wasn’t in high speed.