Added: 1 year ago
From: ward7299
Views: 10,128
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  • that's right... didn't discover it til right before this tutorial... turn off the back in SOLID mode. Sorry, brother.... gave you the wrong info.

  • @embraerss he's been using it for a LONG time in my book. It's been a few years. Sorry I'm kind of answering a personall question, I just remember from when I asked a year ago.

  • just a heads up to whoever reads this... in some computers, if u exit out of user preferences, it can freeze blender, so i recomend going to preferences in the editor, where u select 3D window and uv image editor and dope sheet

  • MY other question was redundant, and the one I was about to post was too. So new question for you Dave: should I add the subsurface modifier early on or after I am done?

  • I wonder Dave, did you consider using a poly by poly technique when you started, or was block modeling more natural to you? Also, as Hal would say, "I'm sorry Dave, but I can't do that."

  • i've noticed when you move your vertex points and have porpotional editing on the lines do a curve, mine remain lines and a get a very cubical model, why is that? did i missed something on the video?? plz help, great vids btw

  • @Nasoukikos I just figured it out. In your subsurface modifier, click on the button that looks like a triangle. It's in the header of the window for that modifier.

  • I can't figure out how to make the lips or mouth or anything simetrical lol

  • @Nightmare1066 are you using a mirror modifier or doing it all by hand? because when you first start off, you can usually cut the cube in half, then use the mirror modifier to make it symmetrical. But, it's good if you do it all freehand with the reference photo because it's more realistic, and it gives you more practice with the vertice movements and such.

  • is it fine to model first with box modeling, getting real detailed and stuff?

    Than use "retopology" tool using plane modeling for animation?

  • 8:00 VOLDEMORT

  • I always have issues with the nose. Ears I'm fine with building. It's the nose I have problems with.

  • man o man is mine coming out a mess. o well, thanks for the awesome tutorials! im sure i'll be repeating them again.....and again.....and again.....and again....

    but seriously your tutorials are great, thanks a ton!

  • your guy looks a little ape ish

  • Those some pretty long nostrills :)

  • Hey Dave nice tut! You have to use the z key to see the icon you was looking for. Saludos desde Mexico.

  • your topology is looking really clean this time Dave... good JOB! Maybe you could show a link to the bust of Arnold you did on Vimeo in the next video...

  • @iKlsR thanks! yeah i agree it is looking better, but i can see where i need to fix up around the mouth a bit :P there's a link to the AS bust in the description of part 2 :)

  • @ward7299 At least it's not like most that you see, where the understanding of the mouth is lost, and you have lips with bulging corners that look like they got botox injections all over... :(

  • hey ward, one question: do you work in any company where you need that awesome knowledge most? maybe in a game company? im really curious, thanks.

  • @c0mpiled the company i work for does have a blender project from time to time, but unfortunately, it's not as often as i'd like :P

  • @embraerss a little over 3 years now, but i used 3ds Max for about 5 years before that

  • Hey Dave, great work so far! When background geometry gets in the way, you can select it and push H to hide it. See you in the next video. Cheers!

  • @Unhurdof1 that's a good idea, i hadn't considered that :)

  • Also, just incase you havent figured it out, with the "Subsurf Modifier" i have found that there is no need to go above "3" subdivisions as that seems to be the same as "4-5" subdivisions with a little bit less smoothness which can easily be sorted out using the "Smooth" option in the "More Tools" on the left of the 3d view.

    I wrote this so others reading this that may be newish to it will understand easily.

    Great tutorial, you very good at modeling, these will come in handy sometime :)

  • @bogieman987 yeah, i rarely go above 2 even

  • i personaly prever planemodeling because i need low poly faces wich have got to have 8 or 12 vertecies as a neck most of the time (the heads i do have about 300 faces and 1700 vertecies (the one iǘe opened right now has got 304 faces and 1704 vertecies, i guess your caracter has far more (how many  does it have right now?

  • So clearly you are the best at this. While you are saying 'that look pretty good'. I am saying 'pretty good? This is looking amazing! Far past what I could do'

  • @KAIproCOM well thank you :)

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