tutorial: using the skin modifier blender

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Tutorial: Using the skin modifier blender

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Page 1: Tutorial: Using the skin modifier blender

modifier list

SKINby 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 willsee how this magnificent modifier.

* This tutorial is not intended as a step by step modeling of a lizard, and no explainsthe 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

B

Page 2: Tutorial: Using the skin modifier blender

Ctr+A: proportional Scaling

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 .

Ctr+A, X: Horizontal scaling Ctr+A, Y: Vertical scalingEqualize Radio: Proportionally

equal sides

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").

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).

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.

Figure 1 :

object that

appears to add

the Skin modifier

to the cube

Figura 2:lizard path

Figura 3: scaling vertices and Subdivision

Surface modifier added

Figu

re3

Page 3: Tutorial: Using the skin modifier blender

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.

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.

Mark loose

Clear loose

Branch Smoothing0.00 1 .00

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.

7- To avoid having to model both limbs add a

modifier "Mirror", th is we can add before or

after shaping the limbs, in any case must turn-

rowing "Symmetry Axes" on the axis we have

the modifier "Mirror" activated, in this case the

X axis, th is will keep the mesh topology equal

on both sides of the selected axis.

Figure 4: Low Poly mesh detail with modifiers

"Skin" and "Mirror"

Figure 5: detail mesh modifier

"Subdivision Surface"

Figure 6: detail hand

branch

Figure 6-B

Page 4: Tutorial: Using the skin modifier blender

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".

"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.

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", th is

will be marked by a dashed circle (Figure 7).

Figure 7:

selected vertex detail

"Mark Root"

Figure 8: Bone detail origin

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 9:

sculpted model