Using the Skin Modifier in Blender to quickly model creatures

Published October 24, 2018
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Introduction

After spending many hours painstakingly attempting to model creatures entirely by hand, I finally discovered (a couple of years ago) the skin modifier in Blender, which is a fantastic quick way to build organic creatures and shapes, especially for the artistically challenged like myself, and also makes rigging a breeze. I thought I would write a quick description for those unfamiliar.

If you want ultimate control, particularly for a low poly creature, there is no substitute for manually creating polys. However this can be very time consuming and tedious. If you are instead in a position where you are willing to trade off speed of creation against 'perfect rendering efficiency', or are making medium / high poly models, or models for later sculpting, then one of the options available is the skin modifier.

The skin modifier works instead of modelling the skin by hand, instead you place the joints (as vertices) of a creature to build a kind of skeleton, and allow the skin modifier to automagically generate a skin around this skeleton.

Process

  • Typically I start off by creating a plane, then go into edit mode, and merge the vertices to 1 in the centre.
  • Next set up the modifier stack to create the skin. At the top of the stack goes a mirror modifier, because most animals are symmetrical bilaterally. Next goes the skin modifier, which creates a simple box-like skin around the skeleton. Finally add a subsurface modifier to smooth the skin, and make it more organic.
  • 4.png.e23503897537262e50d10b83c8e55a10.png
  • Once the modifier stack is ready you can begin modelling. In the case of this bird I started with a topdown view.
  • Select the start vertex (there should now be a 'blob' around the single merged vertex), and create the skeleton by pressing 'e' to extrude and place a new vertex. I did this to place several vertices to create a backbone for the bird.
  • You can then create wings and legs by picking one of the vertices in the backbone, and extruding to the side.
  • 1.png.8a2cb76dfc9c510cdb6780944eccd497.png
  • If you follow this process you can form a rough top down skeleton, it doesn't have to be exact because it is easy to adjust, that is one of the beauties of skin modifier. I find it useful to google pictures of the skeleton of the animal for reference.
  • Next look at side views and adjust the up down position of the vertices (joints). The legs needed to be going downwards, and the head slightly up.
  • Once I am happy with the basics of the structure, I start to fill it out. You do this by selecting a vertex, then pressing 'ctrl-a' then dragging with the mouse. You can make the skin thicker or thinner at each vertex.
  • 2.png.1cbd45e9351dbc22960c2c6c20e15747.png
  • This can quickly give you a reasonable shape. You can further refine the shape by pressing 'ctrl-a' then limiting to either the x or y axis by pressing 'x' or 'y' before dragging. I used this to give a broad flat tail and wings.

Conclusions

Pretty soon you can build a pretty good model. You can tweak a few things in the skin modifier, especially set a root vertex (e.g. pelvis) can make it easier for later animation.

3.png.ff5d3bca28fe3321ab1f97f4e0a6cc78.png

Skin modifier also makes rigging easy. Once you are happy with your skeleton, make a copy of the whole thing (so you don't lose the original), then choose 'create armature' from the skin modifier. This will create an armature and link it to the mesh so it is ready for posing and animating!

I also typically choose smooth shading in the skin modifier, then manually add hard edges in mesh edit mode (ctrl-e, hard edge, and use in combination with the edge-split modifier). I also use this to select seams for uv mapping. Note that once I finish the skin modifier version I usually have to do a little tweaking of the polys manually, because there are some things it is not good at.

Anyway this has been a brief introduction to this method, I would encourage trying it and following some youtube tutorials.

After some decimating and very rough texturing (~640 tris)

5.png.11ecb339370f100f188ba503766f6e55.png

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7 likes 10 comments

Comments

supermikhail

Jeez, this sounds like black magic. Thanks, I'll definitely have to try it.

October 24, 2018 09:47 AM
Rutin

Cool! :) I've never used the skin modifier before. Seems like a great approach. :) 

October 24, 2018 02:23 PM
Septopus

I think I've used it, but not like this.  This could be awesome, thanks for sharing!!

October 24, 2018 04:21 PM
jbadams

Thanks for sharing, that's really cool!  Looks like a relatively easy approach to get a reasonably good model, especially for us artistically challenged!

Would you be interested in re-publishing this entry as a front-page feature within the next couple of weeks?  Doing so wouldn't involve any additional work on your part unless you wanted to add anything else. :)

October 28, 2018 09:38 AM
lawnjelly
15 minutes ago, jbadams said:

Would you be interested in re-publishing this entry as a front-page feature within the next couple of weeks?  Doing so wouldn't involve any additional work on your part unless you wanted to add anything else. :)

Yup sure! :) Should I publish as an article?

October 28, 2018 09:56 AM
jbadams

I'll be happy to handle that for you unless there's anything you want to add or change - if there is feel free to submit it with the changes, otherwise I'll import it and get it scheduled. :)

October 28, 2018 10:00 AM
lawnjelly

Ok sure just add away! :) 

October 28, 2018 10:09 AM
RPTD

So far I used this modifier to get quick trees. The modifier produces the trunk and branches while a particle system produces the leaves. That sounds though like an interesting other use for this modifier. It's a pity some magic in Blender is hard to find online.  This application is very powerful.

October 28, 2018 10:26 AM
jbadams
On 10/28/2018 at 9:26 PM, RPTD said:

So far I used this modifier to get quick trees. The modifier produces the trunk and branches while a particle system produces the leaves.

That's really awesome!

On 10/28/2018 at 9:26 PM, RPTD said:

It's a pity some magic in Blender is hard to find online.  This application is very powerful.

If you'd like to help change that, we'd love to publish a little article on your technique!  Articles don't have to be long (example1, example2)  to be valuable and appreciated.

November 05, 2018 08:08 AM
RPTD
9 hours ago, jbadams said:

That's really awesome!

If you'd like to help change that, we'd love to publish a little article on your technique!  Articles don't have to be long (example1, example2)  to be valuable and appreciated.

Currently I'm quite busy but when this news post is out of the door I might do it.

November 05, 2018 05:32 PM
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