Tutorial: Using the skin modifier blender

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SKIN modifier list

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by Abraham Castilla

lender increasingly, implements oriented tools fast and intuitive modeling for artists. This is the case of the Skin modifier for creating a character with his skeleton composition using vertices and Edges. This way of modeling allows sketching Low-Poly Character can then refine and finish define the multiresolution and Scuplt mode, or other modifiers such as Branch-Surface, Displace, etc . . . In this tutorial we will learn to use the Skin modifier creating a lizard and so we will see how this magnificent modifier. * This tutorial is not intended as a step by step modeling of a lizard, and no explains the use of other modifiers, only intended as a guide to the use of the "Skin".

Armature Create: creates the skeleton of the object based on the vertices and edges Branch Smoothing: Adjust the tension of the mesh at junctions Smooth Shading: smoothing active display Mark Loose: joins the mesh selected vertex bifurcation Clear Loose: union releases mesh selected vertex bifurcation Mark Root: brand selected as the root vertex rotations for the composition of bones Equalize Radii: make the same proportion of selected vertex scaling Symmetry Axes: maintains the symmetry of the topology of the mesh on the selected axes


1 -First we will add a modifier "Skin" to default cube. With the cube selected, the display of "Properties" click on the tool icon and then "Add Modifier" in the menu that appears select "Skin", which has the icon . We appear something like Figure 1 .

3- The most practical and quick to create the backbone of our lizard is pressing "Ctrl + LMB", thus adding vertex quickly. To display the vertices and edges through the mesh must be selected in the screen header 3DView. Figura 2:lizard path

Figure 1 : object that appears to add the Skin modifier to the cube

Figura 3: scaling vertices and Subdivision Surface modifier added

2-The modifier "Skin" works only with vertices and edges, so that the faces are not relevant, so adding an object or primitive faces should eliminate. We enter in edit mode in the default cube and all selected vertices ("A") will press "Alt + M" and select "At center" to only have a single vertex. Then select the side view ("Bloq.Num 3") with orthographic perspective ("Bloq.Num 5").

Figure 3

Ctr+A: proportional Scaling

4- To adjust the size of the mesh at each vertex, press "Ctrl + A" and then you can press "X" or "Y" depending on which side you want to climb and if you click "Equalize Radii" in the modifier panel "Skin", we proportionally equal sides if we want to have a mesh back a completely square in the selected vertex (see explanation to bottom of page). We can add a modifier "Subdivision-Surface" to scroll better the result of our creation (Figure 3).

Ctr+A, X: Horizontal scaling

Ctr+A, Y: Vertical scaling

Equalize Radio: Proportionally equal sides


5- The workflow would be appropriate in this case: the creation of the skeleton completely and then modify and adjust the scaling of vertices. In any case, the modifier "Skin" allows us, delete, add, divide, join and edit all kinds of vertex and edges, so that we can rectify and adjust the screen at any time.

6- By creating the branchs must be aware of the type of grid voltage, the footnote explains how the "Mark loose" and "Clear loose" We selected the vertex of the intersection and choose the option that best suits to result we need. Finally adjust the "Branch Smoothing" to the grid voltage at bifurcations, taking into account that the adjustment is complete mesh vertices and not individually. Figure 6: detail hand branch

Figure 4: Low Poly mesh detail with modifiers "Skin" and "Mirror"

Figure 5: detail mesh modifier "Subdivision Surface"

The default mode is Skin modifier "Clear loose" when processing the branchs. This method generates the mesh for each new separate edge from vertex that unites them, but sometimes we may not want this, an example is in the hands or feet, then we can select the "Mark loose" uniting the mesh between vertex the bifurcation. "Smoothing Branch" allows us to soften the tension of the mesh for further adjustment of the net result at the branch. Figure 6-B

7- To avoid having to model both limbs add a modifier "Mirror", this we can add before or after shaping the limbs, in any case must turnrowing "Symmetry Axes" on the axis we have the modifier "Mirror" activated, in this case the X axis, this will keep the mesh topology equal on both sides of the selected axis.

Clear loose

0.00 Mark loose

Branch Smoothing

1 .00


8- When we have the full modeling we can create the "Armature" automatically with the option "Create Armature" modifier panel "Skin". In creating the "Armature", vertex we have selected as "Root" is the root bone and Blender will create a bone-extra in that vertex, which is the origin of all other bones (Fig. 8). To mark the bone source, select the vertex and click "Mark Root" in the panel modifcador "Skin", this will be marked by a dashed circle (Figure 7).

1 0- To further define the character can do in Sculpt mode adding a modifier "multiresolution", so we must be applied before the modifier "Skin" because the modifier "multiresolution" would be before the "Skin" modifier in the stack and not work.

Figure 7: selected vertex detail "Mark Root"

Figure 9: sculpted model

9- Before creating the "Armature" modifier must apply the "Mirror", so will the bones on both sides of the axis X. By creating the armature modifier is added "Armature" modifier just below the "Skin". Figure 8: Bone detail origin

"Mark root" allows us to mark the origin of the bone composition of bones to control the rotations. When we created the Armature, an extra bone appears to be the origin of all the bones in the corner where we have selected "Mark root".

we mark an origin if bones have several separate chains, in each of them.


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