Press the A key to select all the vertices. In Vertex selection mode, arrange the vertices properly to align with the mirrored mesh. With the two upper corner edges selected, Extrude them by pressing the E key and then move the edges up. We now have to arrange the outer vertices properly, as shown. Step 13Īfter extruding and scaling the edges, go to Vertex selection mode again. Press the S key to scale the extruded edges and drag the cursor a little bit outward. With the outline edges of the eye selected, press the E key or click on the Extrude Region button to extrude the selected edges. Select all the edges by pressing the Shift key and Right Clicking (or press the A key twice ) to select all the edges. So click on the Edge Selection mode button to jump into Edge selection mode. Now we will extrude the edges to expand the topology of the mesh around the eye. Then go to Mesh > Edges > Make Edge/Face, or press the F key to connect the vertices together. With the Shift key pressed, Right Click on the start and end vertices. With the Control key pressed, keep clicking around the eye outline as shown in the following image. Zoom in on the right eye in the Front view. And now we will start modeling the face in the front view. ![]() Go with the default settings for the Mirror modifier. ![]() Step 6Ĭlick on the Object Display button and select Wireframe display mode. Select the Mirror modifier from the list. Now, click on the Object Modifiers button and then on the Add Modifier rollout button. This action deletes all the vertices of the cube, but you will still see a single orange colored dot in the viewport. With all the vertices of the cube selected, press the Delete key on the keyboard and then select Vertices in the fly out menu. With the Cube selected, press the A key to select all the cube's vertices. Then click on the Mode button and select Edit Mode in the Modes List as shown below. While in the Front view, Right Click on the Cube to select it. Step 10Ĭlick on All Views and choose the Left command from the fly out menu to display the image in the left view only. In the property settings panel, click on the Add Image button and then on the Open button. So go to View > Left or press 3 on the Numpad to jump into the Left viewport. Step 8įollowing the same process, we will import the side profile image into the left view. Next, click on the All Views button and choose the Front command from the fly out menu to display the image in the front view only. Go to your local hard drive and select the reference image file. Click on the Add Image button and then on the Open button. Turn on the Background Images button and then click on the drop down arrow to expand the properties. Here you can set the values for the front camera properties. Press the N key to open the Properties panel of the selected viewport camera as shown in the image below. So go to View > Front or press the 1 key on the Numpad to jump into the Front viewport. ![]() Now we need to setup the reference images in the front and the side viewports. ![]() A popup menu will appear in the viewport, select the Delete command to remove the selected objects from the scene. So select the Camera and the Light by pressing the Shift key and Right Clicking on each, and then press either the X or Delete key. Step 2īefore we start modeling, we have to remove the camera and the light from the scene. You will see its default preview, with a camera, a cube primitive and a point light in the scene. Setting Up the Image Referenceĭownload the blueprint images for the face. This series will provide you with a solid introduction to character modeling in Blender, as you work through the creation of a detailed female character step by step.
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