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-Tutorial:. Modelling a head in Blender-
Lip Contours:.
Add a simple Plane mesh (SHIFT-AKEY, MESH->PLANE). Remove one vertex leaving so only 2 edges. They will become the lip corner. Now and below it is the intensive mesh editing action going on. It's nice to know and remember those functions: Vertex select: AKEY - select/unselect all BKEY - border select BKEY-BKEY - circular select. Gray +/- change the circle radius. HKEY - hide selected vertices SHIFT-HKEY - hide all vertices, except for the selected ALT-HKEY - show and select hidden vertices Vertex operations: GKEY - grabber, move vertices RKEY - rotate vertices SKEY - scale. In scale mode you can make a gesture to show in which direction do you need to scale, then a middle click locks scale in only one direction. This is crucial for symmetric modelling. OKEY - Proportional Editing Tool. Kind of a magnet. Drags all points after it. Farther the weaker. In the 3D window header you can find a switch of the bias characteristics. Gray +/- cnange the bias sphere. XKEY - remove vertices, edges, faces. Don't you ever think that you won't have to remove anything. Ctrl-LClick - to add a new vertex. FKEY - make an edge or face. EKEY - extrude. Extrusion is a very powerful tool that allows to make edges from vertices and faces out of edges (read: interdimensional fatigue generator!) Hard to understand before you actually use it. WKEY:Remove Doubles - vertex welding tool. Select a pair or more, scale them down very close together and remove doubles. And now we have all the tools necessary for mesh editing. We have the lips corner. Now let's move it right, rotate and match it with the sketch line. Then add more vertices with Ctrl-LeftClick and make edges with FKEY. You should get a mesh contour, something like this picture:
Making the Volume:.
Now we have the lips contour. Wonderful. Now let's add volume to them. With the help of extrusion we can add some more contours for the upper and lower lips. Usually I do that vertex by vertex, or in pairs to keep the symmetry, moving them in the side view. By moving them back or forth you make it easier to edit later because it's easier to select when all points are shifted relative to each other. But keep the symmetry - the points should be in pairs: left/right. Fill the missed faces manually - select four vertices and press FKEY. Yes indeed, nobody will fill them for you! And in this tutorial you'll fill yourself about a 1-1.5k of faces by hand and extrusion - one by one.
Pay attention to the lip corners. The line that's pulled from the corner will go not to the mouth center, but in depth of it. Carefully fill that place with squares. I prefer to model with squares. This is more convenient than triangles, because you get less edges and a cleaner look. Besides that, mesh subdivision algorithms tend to work better with squares. In the end I had to add an extra subdivision to this model and the evil triangles emerged, but at least I could move it to the place where they are hardly noticeable.
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