All language subtitles for Modeling a Head in Blender 3D _ Step-by-Step Tutorial - English -generated) )

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian Download
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

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.

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.