modifier list
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
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
Figure 3
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).
Clear loose
0.00
Mark loose
Branch Smoothing
1 .00
Figure 7:
selected vertex detail
"Mark Root"
Figure 9:
sculpted model
"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".