Anatomical Details copyright of Giulio Porta. All rights reserved.

Anatomical details can be achieved by adding more edges in the right places. Because this activity is not quite like any other, experience and close observation of the human form are of paramount importance.

top front corner.

The skull

You must eliminate any remnants of the corners of the cube that you started out with.

One of the cube most prominent features is the top front corner.

 

 

 

 

 

 

 

 

To round off the skull, add one edge across the forehead and 4 across the skull, you will not need much detail there.

Later add two more for the brow.

Avoid triangles as much as possible, they may disrupt the continuity of the mesh and in tS they are not necessary.

You may end up with polygons with 5 sides and with edges that will dead end against another, occasionally those configurations are unavoidable, just try to minimize them.

The more continuity your mesh possesses the more effectively you'll be able to create organic looking curves.

 

Keep rotating the view so you can see your model in the round from several angles.

Create as many edge loops as possible, around the eyes, and mouth, also for the muscles that run diagonally from the side of the nose down to the side of the mouth.

Avoid the creation of triangles and five sides polygons, even though it may not be always possible to avoid them, in particular in the early stages of your modeling, you can refine the model later.

Keep looking at your model for imperfections, such as that sharp point on the cheek where five edges meet. As well as the triangle on the right side of the brow.

We'll fix those later.

 

The triangle on the right side of the brow has been fixed and converted to a 4 sided poly.

This is done by deleting edges using the Erase Vertices tool.

The Erase Vertices tool can be found in the Context tool panel, please look for it.

There are a few 5 sided poly left and a triangle for the clef on the chin, that is ok.