Added: 2 years ago
From: ward7299
Views: 34,117
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  • I'll just stick to pivot.....

  • Wow i havnt used blender in like a year it was so confusing but ur tutorials had me download again :D

  • Comment removed

  • Maybe it's just me, but it seems like you're going about this the hard way. Isn't there some way to work from a photograph to help form the grid for the head and body? Something like a top/front/side view photo should help you to shape the head and body more quickly and accurately.

  • Triangles? Blasphemy!

  • Its starting to look a bit like Al Murray LOL great tutorials by the way

  • Antropometricaly The ears should begin in the midle of the head length so a bit more backward than shown in this.

  • awesome you are great

  • @spdfrkmr2 Dude, you're an idiot.

    First off, you can't do better. Second, he doesn't need to "tell" where he's clicking because you can see it. Third, There are far, FAR worse quality videos out there. Fourth, He didn't waste ours or your time, YOU wasted your own time if you watched the entire video and chose to flame instead of learn (or find something else to watch). In conclusion, you obviously have no idea what you're talking about and can't support your claim.

  • @spdfrkmr2 Gee that's funny cause I looked at the next video the search came up with and it explained everything. I think your the idiot for not understanding the point of a tutorial. If you gonna call it a tutorial and do it over the net, you have to use your voice. Otherwise it's just you screwing off and trying to be "cool", just like you with this comment.

  • I hate you... because you do such a good job.

  • you never showed how to do the neckk! and now im lost

  • that is my nose

  • @danynasaudean he's making a new tutorial series with Blender 2.5 with box modeling.

  • Lack of ears... That's not a commonly used sentence.

  • @JestersGhost wtf?

  • How do you delete the cube in the beginning and make a sphere?

  • @TateisTheChosenOne press X to delete selected cube and press space for the add, go to mesh, then to sphere.

  • extremely good mate. thumbs up!

  • im just learning to do this but i didnt know you could do that great of stuff !! XD

  • What screen recording software do you use? ANYTHING is better than my piece of crap!

  • Does the sculpt tool in Blender 2.5 alpha2 not work or am i doing something wrong?

  • @XtremMortz blender just upgraded to 2.54 Beta, which is more stable than Alpha 2 and better.

  • too bad you didn't do low-poly modeling tutorial because your tutorials are good

  • do you consider these a high poly or a low poly model?

  • @fogfrogblog Medium. If you care still, or don't know yourself yet, you get models upwards of millions of polys (Like Final Fantasy CGI renders, and professional models) But I doubt this'll top 200k polys, which is pretty "average." Low Poly are for games usually, not for animation, and typically sit under 50kpolys. Polys and verts go hand in hand, so if your not sure really, just make sure to keep your verts down. Notice how he's always mergin verts. This is to reduce polys.

  • Thank you very much ward. This tutorials are the best.

    Im creating my first blender-model... Im doing the f*** ears right now...

    I hope soon can I upload my first 2 hours blender movie :-)

  • hey so what type of computer things did you get/ needed so it will go like yours

  • how do you replace that hole?

    2.28

  • I like how you made the ear - at first it seems very difficult, bet not so difficult at all. Spent some more time studying ear anatomy and making mine and got it pretty realistic.

  • Nice work.  FYI, you can use the automerge setting as an alternative to manually merging vertexes in certain situations. Automerge works well with the magnet tool. Turn on/off AutoMerge Editing from the mesh menu in mesh editing mode. The magnet tool is found on the menu bar.

  • awsome

  • I really like how you use sculpt mode as a supplement to the regular mesh modeling. Cool ears!!

  • Can I download the head from somewhere

  • How do you get the polygons to be smooth like that??

  • after you've added the "subsurf" modifier, check the circle to the left of the up/down arrows in the modifier rollout. that will allow you to see the smoothness inside editing mode

  • Nice thanks, now I see why subsurf is such a popular modifier. xD

  • i love the noes and ears nice work

  • how do u do this with no refrence images

  • i just use what i've learned through art classes and studying anatomy

  • also dude I really like your approach to doing the human ear. I did another tutorial where the dude did it poly for poly... great conrol there but it takes too long and is to hard to follow so I really got respect for your approach.. .and will use it myself.

  • Wow! this is awesome..hey do you know Maya software? if u do...wat is easier to handle? Blender or Maya?

  • i have maya, but i like blender so much i haven't taken the time to learn it (maya) :P so i really couldn't say

  • one question. How come you modeled it in optimal draw mode?

  • i understand that it helps conserve CPU, as it only shows you what's visible, and doesn't create all the geometry for what's not showing. but i could be wrong.

  • also btw: Do you also have a tutorial that shows you goot techniques for how to approach modeling something (in general) (because I have never seen one that does that and it seems like it would be awesome info...) because I've noticed that some more pro people have such clean models but they are such complicated meshes. I have this problem with architecture and organic modeling (well i guess thats everything. =P)

  • u are the best on youtube

    following your tutorials

  • thank you :D i'm happy you're enjoying them :)

  • Awsome! I just finished my modeling of part 1 and it's working out great, you're very easy to follow along the way you work! Mine's turning out to be more of an alien head, but when I saw it coming out, it looked too good to pass up LOL! Keep up the great work, it's very much appreciated!

  • I wonder if you can concider this art =D

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