Step 01Select faces. Right click and select inset.
Step 02Inset faces to the desired size.
Step 03Move faces normal.
Step 04Inset faces again.
Step 05Move faces normal.
Step 06Select the two edges.
Step 07Press L to make an edge loop. Notice any edge could have been selected on the edge loop to create an edge loop.
Step 08The edge loop is created when all the edges meet at one point along the whole ring. Each vertice is at its own “4 way intersection” along the edge loop.
Step 09With the edge loop still selected. Right click and select bevel.
Step 10Connect 5 sided polygon areas to make them 4 sided polygon. Right click and select Cut. Select 2.
Step 11Right Click and select Connect or Press C.
Step 12Now the 5 sided polygon(or N-Gon) is two 4 sided polygons(or quads)
Step 13Select edge.
Step 14Select edge ring by pressing G. Notice the edge ring breaks where the 4 side polygons end. It also works with some 3 sided polygons.
Step 15Select connect or press C.
Step 16Connect vertices to make two 4 sided polygons from a 5 sided polygon.
Step 17The reason to make 4 sided polygons from 5 is for better manipulation when smoothing polygons and also to prevent poles that can make a model look bad.
Step 18Notice the pole made when the model is smoothed.
Step 19Look at the break in the polygon when the shaded mode(not smooth shaded) is on.
Step 20Select the two edges and then press G.
Step 21Connect the two vertices. This makes two 4 sided polygons.
Step 22Notice the difference in the before and after.
Step 23Right now you are in a perspective view.
Step 24To look in orthogonal view press O or the triangle icon in the lower right hand cornder of the screen.
Step 25Select the faces by first pressing F.Then move the mouse above the model hold the left mouse button and drag. Every face both front and back(not seen) that has was within the drag selection will become selected.
Step 26Make sure all the faces are selected to make the model be split directly in half. This is why all the facial features were centered on the X axis in the beginning.
Step 27Right click and select dissolve.
Step 28Half the face is gone. (It will return).
Step 29Extrude a face from the head.
Step 30Rotate the face on the X axis.
Step 31Extrude, then scale uniform.
Step 32Extrude Y.
Step 33With face still selected. Right click and select collapse.
Step 34Notice the face has collapsed so that each of its 4 vertices now meet at one point.
Step 35Select face.
Step 36Select mirror.
Step 37Both sides now have the horn. Using the mirror technique can save much time in modelling.
Step 38Using smooth preview periodically can help to understand how the model would look as a high polygon model or also called a hi-poly model.
Inside OutA model is made up of polygons. Select W and the model will be in wireframe mode. The model looks more like a cage or a mesh.
If a face is moved until it pulls the mesh “inside out”, this can make modelling(especially smoothing), mapping, and texturing very difficult.
Only use multiple primitives when it is neccessary. Using one primitive and building from that is preferred in most cases.
Click to move on - Intermediate Techniques
Click to move on - Building 3D Body