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Character Head Modeling in Blender: Part 1

Written By
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Web Webster
Web Webster
Aug 21, 2009

[ Thanks to Sanjiv
Lavangare
for this link. ]

“First Steps: workspace and references
Before we get started modeling, the first thing we want to do is
make our workspace more efficient. The way I like to do this is to
simply split my view down the center, putting the resulting left
viewport in front view (numpad 1) and the right viewport in side
view (numpad 3). If you’re not familiar with how to split your
view, please reference this short video tutorial:
http://www.cgcookie.com/articles/2008/12/16/blender-tip-splitting-the-workspace.
This allows us to work from both sides of the model at the same
time without having to switch our view constantly. It also gives us
more views of the model to help with accuracy and proportion.

“ow that we have our workspace setup, let’s go ahead and bring
in our background image for reference. Today we are going to use a
simple, rough drawing of mine that has a front and side view.
Anytime you are working from references (which should be almost
always!) try to get as many angles as possible. This is
particularly important when we work from photo references. Here is
the drawing:”

Complete
Story

thumbnail
Web Webster

Web Webster

Web Webster has more than 20 years of writing and editorial experience in the tech sector. He’s written and edited news, demand generation, user-focused, and thought leadership content for business software solutions, consumer tech, and Linux Today, he edits and writes for a portfolio of tech industry news and analysis websites including webopedia.com, and DatabaseJournal.com.

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