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SKIN

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

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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