Make any character you like with skin modifier in blender 3D | Cartony Life | Skillshare

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Make any character you like with skin modifier in blender 3D

teacher avatar Cartony Life, I'll make you pro at Blender! :)

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:58

    • 2.

      Setting up skin modifier

      3:35

    • 3.

      Arm, leg and mirror modifier

      4:18

    • 4.

      Head and the neck

      8:05

    • 5.

      Shape for arms, hands and feet

      9:38

    • 6.

      Root and shape for the legs

      2:29

    • 7.

      Outro

      0:38

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About This Class

ABOUT THIS CLASS

Making a character with blender can be very difficult. I struggled for a long time with makeing charachters in blender until i discovered skin modifier. Skin modifier is super quick and easy way to make a character in blender and once i started using it making a character become a real child's play. That is why i'm making this class. Some of you might be struggling with making characters just like i did and if that's case for you skin modifier will allow you to make a class super easy and quickly.

This class is really for all who work with blender because why would you want to spend hours of your time making a character when you can just spent a few minutes.

In this class i will teach you how to make a character with skin modifier. And nomather at what skill level you are you will be able to learn and use the knowledge i will give you in this class.

Just to make one thing clear. This class dosen't have a completed start to finish process of makeing a charachter in blender. Skin modifier is great tool but it doesn't allow us to make a more complicated shapes like a face. To make a face we will need a sculpt mode. Sculpt mode is a big subject that should get it's own class. Im going to make a class about sculpt mode in the near future but until then skin modifier on itself will be a an awsome new skill for your blender.

So enjoy this class and put the knowledge i will give you to good use.

Meet Your Teacher

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Cartony Life

I'll make you pro at Blender! :)

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Level: All Levels

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Transcripts

1. Introduction: Do you want to make your own character in Blender, but you don't know how to. Did you watch a lot of different tutorials and online classes and you're still struggling to make your character in Blender. Well, fear not because in this class, I'm going to teach you one of the easiest ways to make a character in Blender way called skin modifier. You don't know what skin modifier is. Well can say I blame you. Skin modifier has to be one of the most underrated features of blender, which is a real shame because skin modifier has to be one of the easiest and quickest ways to make a character in Blender. And if more people knew about this, making a character would be a real child's play. That is why I'm making this class to teach others this awesome tool in Blender and to make their character making process a lot easier. Now, just to make one thing clear, this class does not have completed start to finish process of character. Making. Skin modifier is a really useful tool, but it doesn't allow us to make more complicated shapes like a face. To make a face, we will need to use sculpt mode. Sculpt mode is a really complicated topic that should get its own class. I'm going to make a class about sculpt mode in the near future. So be watchful for that. But until then, skin modifier will on itself make your character making process so much easier. And just before we start, I need to apologize for my speech. English is a second language to me, so please forgive me if my pronunciation of some words is a little weird. And with that being said, let me teach you how to make a character with skin modifier 2. Setting up skin modifier: Now the absolute first thing we need to do in order to give, to make a character with skin modifier is we need a single vertex. Now, how do we get a single vertex? Well, first, let's get rid of these objects in our scene. We don't need them. Selected this collision collections, sorry, Right-click, press this to delete them. And okay, now, how do we add a single vertex? Well, there are two ways to do that. First, press Add, go to Mesh select plane like this. Now you see this object mode here. Press it, select Edit mode. Alright? Then make sure that you selected all points on this plane by pressing a. And after that, press M, select at center. Now let's select these Move tool. And as you can see, this plane has collapsed into this single vertex. We didn't delete the plane, we only turned it into this single vertex. Now this is one way to get a single vertex. Let's go to the object mode, and let's actually delete this plane. Now, the second way to add a single vertex will require us to use some preferences. So to do that, press this, edit, press preferences, and now select add-ons. And here type Ekstrom. And then enable add mesh extra objects. And after you do that, if you open this, if you select this sad open mesh, here, you should see this single vertex. Select Add single vertex n. Okay? Now we have this single point, these single vertex. And as you can see, doing this automatically sent us into the Edit mode. Now it doesn't really matter which way you use to get single vertex. I personally like to use these extra object add-on simply because they think it's quicker, but you can use any way you want to. Now, how do we turn this into a character? Well, to do that, press here modifier properties. And now here under Add Modifier, let's select skin. And now I'm going to assume you want your character to be smooth. So to make this cube smoother, select Smooth shading, and now select Add Modifier. And let's select subdivision surface, crack subdivision surface up to three n. Okay, now, this cube has turned into this sphere 3. Arm, leg and mirror modifier: Alright, now that we have this skin modifier attached to this single point, now we can properly turned this point into a character. Now, how to do that? Well, select this point. Now press E to extrude. Okay. By doing so, we added this new vertex to our scene. Now press right-click. And now use this move tool to push this new point, new point we made up like this. Now if we open the X-ray mode, we open the X-ray mode. By pressing this, you can see that we have this new point. And what skin modifier does is it stored, wraps this mesh around these points we made. Now, the reason why skin modifier is such an easy way to make a character is because you don't really need to use a lot of points or vertex. But I think this can hardly be called a character. So let's give this shape some proper arms and legs. Let's select this point, e to extrude, like this. Now press C to extrude again. Okay? Now, to give our character the legs, select this point e to extrude. Now, select this point e to extrude again. Okay? And now we have this one side of our character. Now to take care of the other side, we are going to need one more modifier. So select Add Modifier and let's add mirror modifier. And you can see mirror modifier automatically added this other side of our character. But let's actually disabled x-ray just for a little bit. And as you can see, these left and right side of the character, they're not really merging all that well. Now, why is that? Well, you see whenever you add multiple modifiers on a single object, the order in which those modifiers are set up is really, really important. Because modifiers, they're not being calculated all at the same time. They're being calculated one-by-one. And the order in which they're being calculated is top to the bottom. So skin modifier is being calculated first, then subdivision surface and mirror modifier is being calculated last. Now, our problem here is that mirror modifier is being calculated last. We want to mirror modifier to be calculated first. That way, it's going to work most efficiently. Really, whenever you use mirror modifier to create this one-half of your character, like we do here. It's, I always recommend you that you keep mirror modifier first because that way it's going to look a lot better. Mirror modifier works the best when it's placed at the top. That is what I'm trying to say. Now, to move this mirror modifier to the top, select this, Let's press this, this area here. Hold it. And now by moving the mouse up, you can see that we are dragging this mirror modifier to the top. And as you can see, as soon as we placed these mirror modifier first, these areas around our character are now merged a lot, lot better because now mirror modifier is being calculated first and then skin modifier and then subdivision surface 4. Head and the neck: Okay, now we have this character that our character is missing, the neck and the head. So how do we give our character the head and the neck? Well, to do that, let's open x-ray mode. Select these points around here. Press C to extrude, snap it in place by pressing right-click on the mouse. And now move this point a bit out like this. Now E to extrude, right-click to snap this point back in the place. Pull this point up like this. Okay. These points are going to be for the neck and these ones are going to be for the head. But as I'm sure you are ready to point out, this head doesn't really look like a head. So how do we give this head a proper position? Well, to do that, let's select these two points. Press right-click. And now let's sub-divide them. And by doing that, we basically created this new point right in the middle between these two points we selected. Okay? Now, to give these head a proper shape, we need to increase the mass of this point here. Now usually in Blender, when you want to increase the mass of the object, you're simply press S or you use the scale tool. But as you can see, I'm doing that and nothing is happening. Well, when you want to change the scale to something that is in skin modifier, what you need to do is press Control a line. As you can see, by moving my mouse around, we are increasing the scale of this head. Now, if you want a little bit more control around the, around the scale you're making. You can press N. And here, this radius six and radius, why? They're going to give you some more control over the scale of your character. Now, if we increase the radius x, you can see that the scale of this point is increasing, but is, but it's only increasing go on the x radius. Now, if you make, if you ever made a mistake and you need to undo something, press control Z. That is basically going to undo your latest movie in Blender. And now if you want to change some, some scale on the y radius, let's increase this y radius here. And as you can see, the scale is being changed, but only on the y radius allow you. Great. Okay, but now we still need to give this head a proper shape. So how do we improve the shape of this head? Well, select this middle point we made. Now press Control Shift B. Basically what we did by doing that is split this point we made into these, into these two new points. Now, let's move them somewhere relatively close to the edge, to the other points. Alright, great. Now select these two new points we made. Decrease their scale with control a. Okay? Now, select these top two points, move them a bit lower down like this. Select these two points we made with Control Shift P, Control a to scale them down a bit. N. Okay? Okay, we have this somewhat decent shape for our character's head, but we also need to take care of the neck of our character. So to do that, let's select these two points. Right-click, sub-divide. Select this middle point, press Control a to scale it down like this. And what we need to do. Now, select all points for the head of your character and drag them down here closer to the body. As you can see, now we have this really decent shape for our characters neck. Now, one trick we can use to improve the head of the character is, well, listen, skin, skin modifier. You really need to play around with positions of points in order to see what kinds of shapes you are going to get. Now, let's select these top three points, and let's move them a bit to the front. As you can see, how much, just by doing this, just by moving these points around, we change the shape of this character's head. So in skin modifier, you really need to play with points around. You need to really move them around to really see what kind of shapes you are going to get. Now if we select this point, if we move it a bit out like this. Now, honestly this kind of reminds me like an alien head or the head of the Egyptian. Actually, let's increase this point. Okay. Now this really looks like the head of the alien. But like I said, in skin modifier, play with points around, scale them up and down, move them around just to see what kinds of shapes you are going to get. Now lets them do all this with Control Z. And now that we took care of the head of our character, now let's give our character the proper body. Now first, let's take care of the legs of our character. Let's select them. Let's scale them down with control a. And now move them around like this so that they're really close to each other. Okay, great. Now, let's also take care of the, the arms of our character. Select these two points, Control a to scale them down. Now, let's move them a little bit down and closer to our character's body. Move them around. Sort of like this, okay, to give these shoulders a nice shape. But now again, we have the problem with the neck. So let's select this point here. Move it a bit down, like this. And okay, now we need to also scale this entire headed out. So let's select these two, these points for the head controlled way to scale them down. Move this head down closer to our character's body. Let's actually select these two top points for the head. Move them down. And okay, let's actually move these points a tiny bit like this. Let's select these two points. Scale them down with control a n. Okay? Now once again, we have this decent shape for our characters neck and head. 5. Shape for arms, hands and feet: All right guys. Now that we gave our head the proper shape, now we need to take care of the arms of our character. We still need to give these arms a proper shape. Now, the arms are easier to make when they are in a T-Pose. But in skin modifier, it can be a little tricky to move your arms in a T pose without messing up the scale and position of each point. Basically what I'm trying to say, it's really difficult to Move arms in a T pose like this without making arms too long or too short in the process. So this is how we are going to fix that issue. Select this point that collects the arms with the body. Hold. Shift S, and select cursor to select it. All right, great. Now select these two points. Here. Here. Press this and select 3D cursor. And what this will do is it will basically move our tools to any area where 3D cursor is. And we placed 3D cursor to this point here. Now select, now switch this tool from move to rotate. Now first, let's rotate these shoulders like this. Okay? Now let's just select this point here. For the end of the arms. Rotate them a bit, n or k. Now, we placed our arms in a proper T pose. Now, after you done, after you're done with placing your arms in a T pose, select this and switch this from 3D cursor back to media point. Okay? Now, how do we give these? Now how do we take care of the arms for our character? Well, first, let's give these arms some basic structure. Select these two points, Control a to scale them down. Now, right-click to sub-divide n, okay? Now listen, each time you sub-divide, you should see this sub-divide box here at the lower-left corner. If you click it, here, we have this number of cuts option. Now, by changing this number of cuts, were basically determining how many points will be made. Now, number of cats is set to one. So only one new point is made. If we increase this number of cuts to two, you can see that two new points are being made. But what I want you to do is to set this number of cuts to tree. Now that we have these three new points, Let's select this one and this one. Press Control a to scale them up n. Okay, now we have some interesting structure for our character's arms. And after you give your arms some proper shape, we can actually make these arms merge with the body a bit better by selecting this point, pressing Control a, in, scaling it up a bit. And okay, these arms now merge with the body a lot, lot better. And what we need to do now is to place some hands on our arms. So to do that, let's select these points. Going to top view by pressing this. And after that, press C to extrude like this. Now press E again and move it a little bit to the side like this, this new point. Now we need to duplicate this point. Press shift D to do that. Okay? Now, right-click to snap this point in the place. Move this point here to the other side of our characters arm. Now select these points. And these points hold shift to select both of them. And now press F. By doing this, we basically merged these two points together. And now we can give this, this hand, some fingers. Select these two points. Press E to extrude Okay, now select these four points, scale them down with control a. And now let's use this scale tool. And let's use it to move these points closer to each other. Like this. Okay? And by the way, if your scale tool doesn't work correctly, what I recommend you doing is that you make sure that this setting here is set to media point that should fix any issues you have with scale too. Now, we have a hand with two fingers, but we want to give our character, we want our character to have five fingers. So let's select these two points. Shift D to duplicate, right-click to snap them in place. Select Move tool, rotate them like this. Move them like this, sorry. Now let's select these two points. Merge them by pressing F. Let's do the same thing here. Pressing F2, merge them. And now we have these four fingers for our character. But as I'm sure you're ready to point out, we have a lot of issues here. First, this mesh, meshes break in here and this, these fingers don't look good. They're way too big and they're way too long. So to fix that, Let's select each of these points for the fingers. Scale them down with control a, like this. And now let's use this scale tool to move them a bit closer to each other like this. Now, what I recommend you to do is that if your mesh is still breaking, what you should do, select this point, control a, scale it up a bit. Okay, As you can see, this fixed these issues we have with our character's heads, but we still need to make these fingers short, shorter. So let's move this fingers like this to make them shorter. And now we need to give our character the tongue. So to do that, select this point, Shift D to duplicate. Move it around here. Now, select these two points. Press F to merge them. Now select these points, ie to extrude. Move these points around like this. And Okay, now, let's actually make this term, short term n. Okay guys, now we have this proper hands on our character. Now, wrists, arm is usually a bit thinner around the wrist. So let's select this point and scale it down a bit. And let's actually move these points around a bit like this to make them better, to make them, to make this mesh look better. And okay, now we still need to give our character a proper fit. So select these points, press C to extrude. Move them around like this. Now select these two points. Now press N to add this extra options. And let's scale these points down on the x radius. And by doing so, you can see we made these, these points a lot, lot flatter. Now they look like a real feat would 6. Root and shape for the legs: Now, if you have any issues with making your feet flat, like I don't, but some of you may have. What I recommend you doing is that you set up the route for your skin modifier. Now, what do I mean by that? Do you see how each of these points around the edge of the fingers has this red circle around them. Now, that means that these points, that they have a root. And you see whenever you make a character its skin modifier, one point needs to have a root. And I also recommend you that you always gave a route to the point that is sore thumb around the center of your character. Now, I usually just place route around the, the point that I made first. And in this case that is this point. I made this point first. And to mark this point as the root, simply press mark root. And as you can see, this red circle has appeared. And that means that this point has a root. And as you can see, marketing this point as a root has obviously remove the root from these points here. But that is okay. Only one point needs to have a root. And now, if you did have any issues with your feet, when we were scaling them down on the x radius. Now, marking this point as the root is usually what fixes that issue for me. Yeah. And now guys, now, let's actually give these legs a proper shape too. Select these two points, right-click sub-divide. Let's scale number of cuts to three. Now first, select these two points. Controlled way to scale them up a bit. Now select each point around the legs. And let's actually move these legs away from each other so that they're not clipping n. Okay, great. We have this very decent shape for our character's body. 7. Outro: Congratulations, You made it to the end. I hope you had fun learning how to make a character with skin modifier. Now, we will still need to use a Sculpt Mode to give this character we made a face. I'm going to make a class about sculpt mode in the near future. And until then, feel free to shove the characters you made in class project on Skillshare. Let me show you all the beautiful work you did after watching this class. I hope you'll put the knowledge I gave you to good use and see you in the next class.