Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
Blender 3D By Example

You're reading from   Blender 3D By Example Design a complete workflow with Blender to create stunning 3D scenes and films step-by-step!

Arrow left icon
Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781785285073
Length 334 pages
Edition 1st Edition
Tools
Arrow right icon
Authors (2):
Arrow left icon
 Caudron Caudron
Author Profile Icon Caudron
Caudron
Pierre-Armand Nicq Pierre-Armand Nicq
Author Profile Icon Pierre-Armand Nicq
Pierre-Armand Nicq
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Blender 3D By Example
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Straight into Blender! FREE CHAPTER 2. Robot Toy – Modeling of an Object 3. Alien Character – Base Mesh Creation and Sculpting 4. Alien Character – Creating a Proper Topology and Transferring the Sculpt Details 5. Haunted House – Modeling of the Scene 6. Haunted House – Putting Colors on It 7. Haunted House – Adding Materials and Lights in Cycles 8. Rat Cowboy – Learning To Rig a Character for Animation 9. Rat Cowboy – Animate a Full Sequence 10. Rat Cowboy – Rendering, Compositing, and Editing Index

Creating a base mesh with the Skin modifier


Before we sculpt our alien, we need to have a base mesh that has roughly its proportions. If you want, you can use the methods that you've learned in the previous chapter in order to model it, but here we are going to use a cool modifier that Blender has to offer: the Skin modifier. Its goal is to create a geometry around each vertex. We can simply extrude some vertices as if we were doing a real wire armature, and the Skin modifier will add volume around it. For each vertex, we have control over the volume size. Let's start our base mesh:

  1. We will start by entering in to the Edit Mode of our default cube. Then we will select all the vertices (A) and merge them to a sole vertex at the center (press Alt + M and click on the center). We now have our root vertex that will be the pelvis of our alien.

  2. It's now time to add a Skin modifier to our object in the modifier stack. As you can see, our vertex is controlling a new geometry around it. The geometry...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images