Since Silo is becoming the inexpensive subdivision modeling package of choice for many beginning and advanced users, many of whom turn to ZBrush for detailing and texturing their models for final output, I’ve put together a linked series of sessions detailing the making of a human head based upon the premise that simple is often better than complex, and that once a basic “embryonic” mesh is completed, an unlimited number of character types can be created based upon this mesh.
ManThe Common Head For The Common Man
The series will continue chronicling the detailing and texturing of this facial model in ZBrush, for export and animation in several other programs.
I hope you find this helpful,
Greg Smith