Model A Head in 10 Minutes in Blender - ep 119
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- čas přidán 6. 09. 2024
- This week I am modeling a Bearded Head in 10 minutes. The theme this week was actually a bearded face, but I made a head with a face and beard instead =) (join the weekly modeling challenge in the Imphenzia Discord Server: / discord )
Wishlist Ultranova on Steam:
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Support me on Patreon, where you can download this very blend file as a tutorial tier (I upload them in batches every other month or so):
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LEARN LOW POLY Character Modeling - Blender 3.5 Full Course: • LEARN LOW POLY Charact...
Watch this video to learn every step of the way to create your very own characters!
I am also looking at Geometry Nodes and a tree generator by Mattia:
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• Lazy Tree Generator Up...
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Download the palette textures used in this video:
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In-depth learn how Low Poly Modeling in Blender:
• Learn Low Poly Modelin...
Blender settings video (shiny borders):
• My Blender 2.82 Setup ...
If you want to use the palette style UV coloring method, I go through that in the above-linked videos.
Additional info:
I've been modeling in Blender since about 2015, but more recently in the past few years. I've been making games and assets in Unity since 2011, and I'm currently working on a multiplayer RTS game called Line War.
I use a Sony FX3 camera with a Sony FE 2.8/24-70mm GM lens. My primary microphone is now the Shure SM7B, and I use a Rode NTG3 shotgun mic if I need it to be out of view. I downgraded to a Focusrite Solo from my wonderful RME Fireface UFX II that I had to sell when I moved from Sweden.
Thanks a lot for watching and sharing my videos :)
To get a normal mesh out of geometry nodes you just have to apply the modifier, just like you would with a Subdivision modifier. I think geometry nodes is most straightforward to use for terrain in a lowpoly setup. Scattering debris, grass, trees. And you can use geometry nodes to get variation of the plants and rocks. Then you apply the whole thing and export it.
It could be used to place greebles on sci-fi space stations and ships. You could generate a mesh deform low poly fire with simulation nodes for putting a camp fire in a scene. You can use it to generate low poly hair while using the hair particle system, especially for something like a mammoth where you have a lot of hair and want it to sway with the animation. Using it to quickly build out a village by having the houses be generated just from gray boxing.
Note that I don't know *how* to make all of these, but I have seen that they are all things that can be done with geometry nodes. As far as I know at least.
Oh, and there's no need to have it generate a tree from nothing, it could absolutely work similarly to the skin modifier where it takes your base geometry and grows the tree along that path.
Hello Stefan, thank you for the honest review. I am really happy to look at someone testing first time my file (it really help me to understand the first perception). You tested version 1.0, I already fixed some issue and added features (like branches banding to add variations) in version 1.1 released and I am continuing working on it to fix other issues. I think soon (in few days) I will have a version 1.2 with conversion fixed. What I personally don't like in geometry nodes is the just number policy. I found out that, in my setup, the curves I highlighted are very much effective to change the shape, but I can't expose them in the mask. So I am forced to tell people to open them in a new view.
As you said I had the idea to give to someone wants a similar style on trees a little variation with parameters. You got the target. I put on my channel you linked a full explanation of the parameters, so if someone is interested can have a look in detail. Last I want to really thank Stefan because is a nice an good person, I just asked him a live test to have an honest review on my file and I really love his opinion and testing out my content. It helps a lot. Thank you from the bottom of my heart.
Thanks for the low poly works really appreciate it and also animations 🎉
You are very talented in what you do. More videos for face modelling where there is no time limit would be amazing.
you are the godfather of blender
I think you definitely should go with flat shaded, that`s who you are and what you should embrace. Keep up the good work and looking forward to Ultranova. :)
Strong Valheim vibes, which is good :)
Love watching you work
I'm so mad right now ... I tried for months to get a great female head. Tried box modelling , nurbs , high and low poly but nothing worked.. And now i see the base can be done in 10 minutes which looks really good.
I hate myself 😂🤣🤣. Very well done sir... It looks amazing 😄
Nice beard!!! Thanks for the video!!!
fantastic! looks really great to be honest!
Nice technique for modelling low poly heads👏 It looks like a bald bearded Mr Spock😂
Looks great but the eye goes round the side of the head and is kind of triggering me. But if I’d modelled this in 2 hrs I’d have been stoked 😂
i would like to see another low poly video updated for blender 4.0, but using a head model like this instead of the older head style.
Knife Tool for eyes
Please could you tell us how did you do that pallate
ótimo vídeo, eu gosto muito de seu estilo, acho único. parabéns pelo trabalho e obrigado por compartilhar seu conhecimento.
idk but this guy kinda looks like Bill Paxton from Aliens movie.
Nice man, first to comment❤.
Is that tomar