Covering modelling, texturing and rendering of a realistic human head I made for Blending Life 2010.
These are 7 fairly short video tutorials that will help overview the main sections of Blender that you will need to get started. Once you have finished watching the specific videos you will then be ready to tackle some of our other tutorials in the section by clicking on the category links located in our main menu under tutorials. Or use our search bar to dig for something specific.
This quick Blender video tip demonstrates how to mix two image sequences (or video clips) in the video sequencer and then export them out as a single video file.
This quick Blender 2.5 tip video demonstrates an easy way to copy over your settings from previous testing builds of Blender 2.5 to the latest build you have downloaded.
This quick Blender 2.5 video tip demonstrates how to use viewport snapping to lock the viewing angle to any 45 degree increment. This feature is similar to the viewport navigation that is found in ZBrush.
In order to reach high levels of polygons while sculpting in Blender 2.5, it is important to start from a base mesh, versus the default cube.
Arguably the single most important aspect to modeling is topology. This overview tutorial takes a look at the topology of the human head, examining each of the main edgeloops, poles, etc.
When working with a high density mesh in Blender, maintaining a firm grip on topology is essential. This quick video demonstrates a few tips for increasing/decreasing your topology in a given area and for redirecting the flow of your topology.
In this tip video, we’ll take a look at Blender’s Camera Fly Mode tool. This is a great to help navigate your 3D scene, and also for camera placement (or any object set to be a “camera”, for example a Spotlight).
In this tip, I show you how to use the mask modifier, and how it can be used to prevent intersections of meshes; like skin going through clothing items.