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Hey guys, today I'll show you how I made
this stylized head using box modeling.
Do I recommend this workflow? Yes, only
when doing a standard human head. But in
this video, I'll be making a stylized
head. But the features are not that far
off, so it's so good. But depending on
your style and if you want more creative
freedom, you might find sculpting more
efficient and more fun. With that said,
this video is just to show you guys some
alternative ways in creating characters.
Also the modeling part is in real time
uncut and my keyboard shortcuts are on
the side so you can follow along. So I
start with the default cube and I add a
subdiv modifier level
one. I apply the modifier, go to edit
mode and select the half faces of the
model and
delete. Add a mirror modifier and turn
on clipping so the middle vertices will
stay merged.
Go to the side view. Move the vertices
and shape it into a
head. Select this edge bevel. Scroll up
to add a segment and push this edge
towards the back. Select these edges and
dissolve. Now I have engon here. So I ct
controllr on this edge to add a vert and
connect these three verts.
Add a
loop. Select these faces.
Insert. Delete faces for the eye socket.
Add a loop and connect these two
verts. Then resolve these
edges. Select these faces.
insert and uncheck
boundary. Go over here and delete these
faces. Select these three edges and
extrude it
down. Then select these two verts and
hit M to merge it. I just move these
vertices to shape the head and to see my
edge flow clearly.
Now add three
loops. Select
this bevel and delete
faces. Select these two
faces and pull this
out. Then move this up to shape the
nose.
Another engon we just add verts by CtrlR
and connect them with a J
key. Select these
edges and
bevel. Now I'm just moving the verts
again to get a better shape for the
nose.
[Music]
[Music]
[Music]
Then I add more loops.
[Music]
Select
these and extrude it down. Then
scale. Then extrude once more for the
neck and add more
loops. I go to sculpt mode and use the
grab brush to move multiple verts at
once to shape the head.
Also holding shift to smooth some areas.
[Music]
[Music]
[Music]
I'll leave this for now and proceed to
modeling the
ear. Delete these
faces. Select these parts. extrude and
scale it
down. Select these
faces and
duplicate. Move this
out and rotate. So now we see the shape
of the ear from the
front. I just continue shaping the helix
of the
ear and extrude this twice.
Select these
verts and extrude it in. Then alt s to
scale it along the normals.
Then select these
verts and
extrude. I go to top view and just
rotate this a
bit. Select these edges and fill. Then
continue filling these
down. Then I add a loop. Alt s to scale
this in.
Then I connect these vertices to the
head. Select this edge and fill. And do
the same
here. Extrude these edges for the
anti-helix.
As you can see, I'm extruding this while
matching the vertices to the other side.
Then select this edge and fill. To
lessen the verts, I just close this by
filling this.
Then just keep adding
quads and bridge these loops to
close. Then continue filling this to
connect. Ears can be tricky to model,
but the topology can be a lot forgiving
since we don't usually deform it in
animation. Also, I have my stats on at
the corner, so I can see if my verts are
even. And as long as they're even, I
know I can always keep my quads.
[Music]
[Music]
[Music]
then close this by filling
again. Once I reach here, I can just
extrude this in for the ear
hole. Then grid
fill. Now I just insert and delete this
for the nostrils.
Add two
loops. Select these
verts and extrude this
up. Then extrude this for the eye
sockets. And do the same for the mouth.
Now the base mesh is done. So I just
apply the mirror modifier. And I'll just
improve the shape more using sculpt
mode. And don't forget to turn on X
symmetry. Since we're already done on
the modeling part, I'll just speed this
up because it can be too boring to
watch. Basically, I just use my grab
brush to move the
verts. To add more details, just add a
mult modifier so we can sculpt on the
added resolution.
To close the mouth, I just use the
inflate brush and continue using it to
add more
volume. Then just continue shaping the
head. What's good in here is that our
features are already laid out with a
proper edge flow. So, it's just a matter
of moving the verts and adding volumes.
So that's all. Hope this helps and thank
you for watching. Happy blending.
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