Hi I am following this character modeling tutorial and the tutorial is using the skin modifier to create the base mesh of a character.
I’ve been trying to teach myself how to use it for a while but I am finding that it is extremely annoying and finicky. It’s the most frustrating thing I think I’ve ever tried to teach myself how to do well in Blender.
My question is the skin modifier worth learning?? If it i’m willing to put the time in to learn it. But I’m just curious if anyone shares this opinion of it or has had similar experiences
I think it’s useful in some situations and workflows but I wouldn’t call it a necessity at all. It’s just an optional path to take to get a base mesh. But you can just as easily box model you base mesh too. Then there’s even an entirely different rout to take: make a basic shape and use dynamic topology to pull out the basic shapes with the sculpting tools. Or even using primitive shapes and booleaning them together and using dynotpo to smooth out the result. The you just sculpt the result into what you want.
All of these workflows use dynotopo with the expectation that you’ll be retopolagizing the results.
There’s a lot of different options. Just matters which workflow makes the most sense to you.
Hey, I was in the same situation at one point. The skin modifier has it’s uses, but once I learned more about how important a neat topology is, the skin modifier kind of wore out it’s usefulness for me.
You may find sculpting shapes into body parts and retopologizing them a little more worth the effort, it may be a bit daunting at first, but it allows for a lot more creative freedom.