My name is Marco Lorenzetti, I'm Italian and I work in CAD but with casual contracts.
My dream would be to work for the Blender Foundation, perhaps on an Open Movie.
Open Source is a wonderful world where I learned a lot thanks to the precious resources shared by the users so I decided to share what I learned. I love modeling, especially for the renders that seem complete once I learned to handle all aspects of my 3D work.
I started doing computer graphics in order to create 3D characters, especially female figures in both realistic and artistic forms. I decided to create characters that were credible, but had all those nuances in the features of real faces. At first I used commercial programs, but one day I saw fantastic models from the Blending Life competition on the Internet, I was especially impressed with the models of Angela Guenette and those of Otsoa.
I started using Blender 2.49. At the beginning I had problems with the interface but then I realized that these problems were a strong point. I was impressed by its system of sculpting and the possibility of animating a character who possesses various levels of detail with multires.

The 3D model

Seeing the beautiful face of Rihanna, I thought it was perfect to recreate in 3D. She has an easily recognizable face with features that are easy to read and identify. I first created a basic model with 4 sides and then added a multires modifier at level 3.
I then imagined various poses and renders. The last one I proposed is inspired by a photo of her in which she is portrayed with her face up against the backdrop of the Caribbean.
I started to sculpt an intermediate model that showed a good resemblance to her based on the many high-resolution references I found on the Internet. I rigged the model with an armature and then I posed it in the position I was interested in.
I then began to recreate the proportions by using symmetry and recreating the look of the pose while maintaining the credibility of the model at different angles (fig 1).


The sculpting

I have paid a lot of attention to the no sé. I used the pinch brush to create the lines that determine the shape of the no sé. I used the brush polish to create the flat parts of the no sé (fig 2).


I made the lips in the same way, taquíng extra care with that line at the top of the lips. I used the crease brush for those furrows between the no sé and lips and cheeks.


Having decided that I obtained a good likeness, I used projection mapping (after unwrapping the model) and baked the texture using the same.
Once I got the color map (fig 4).



I created the hair from a copy of the face mesh and used various emitters with the vertex map. I used children and have combed the hair (figure 6). I set the thickness of the strands according to the resolution of the render. I used a material with two textures:
-a color map created using an image of hair mcaptured from the reference
-a specular noise map


Material node

I have created a material for the skin using the nodes from the tutorial that appeared in issue 16 of this magazine.

The earrings

The earrings are created from a simple mesh circle transformed into torus through a screw modifier. Even here I made a map by baquíng the reference map. Then I created the earring hooks by extruding from a cube with an applied subsurf modifier.



I used simple lighting (4 lights) because I like to have short render times. To control everything quickly and in order to use the model for animation, I just used the default render settings (render_no_curve). I alos used a bit of compositing with nodes
(mostly the curves node) to adjust levels and color.


I will not deal with the part about the eyes because I think it is already well discussed in the tutorials that you can find on the web.


I hope to have shared my techniques about my model. I learned a lot from Open Source and I hope to have contributed. I alos hope to improve this wonderful way of sharing computer graphics.
You can contact me and see my works on