Strip Modelling Tutorial
INTRODUCTION AND RESOURCES
This is the first in a series of tutorials which aims to take a step-by-step look at how to create a
head model using the strip/patch method rather than modelling from a box or sphere primitive.
My main aim is that someone fairly new to Blender will be able to successfully complete this tutorial,
and that the construction method will come across as being easy to use.
I have used both box modelling and the method shown here, and both have their strengths and weaknesses.
I don't feel however that this method gets enough press, probably because it's wide open to interpretation,
and everyone's workflow will differ.
This tutorial was initially designed for a strait polygon build, with smoothing of vertices but no actual
subdivision. It was also built using Blender 2.37a. I'm currently re-doing the tutorial (using Blender 2.4)
as a sub-div modelling exercise, which means starting again from the beginning. Presented here are the first
few parts of the original, which I hope will provide enough insight into this method of construction to be
useful. The sub-div version will follow soon.
Here are the reference images used in this tutorial. Right click on them to save. The main edge-loop directions have been marked in
green. You'll hear more about edge-loops later. The pictures are from
, a free reference image site.
Okay, let's get on with it then eh?
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