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 now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

Arrow left icon
Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh FREE CHAPTER 2. Sculpting the Character's Base Mesh 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Introduction

In the previous chapter, we saw the rigging stage, that is, how to build the character's rig (which in Blender is called an Armature) that will be used to deform the mesh for animations. In this chapter, instead, we are going to see quicker and more effective ways to do the skinning that is a necessary step to bind the bones of the Armature to the mesh's vertices so that they can be deformed.

To allow an Armature to deform a Mesh, they must be parented with some kind of relation; in Blender, usually you must select the Mesh and then Shift select the Armature and press Ctrl + P to parent them with different options.

This automatically makes the Mesh object a child of the Armature object and assigns the Armature modifier to the Mesh. In fact, the parenting would not be strictly necessary; it would be enough to assign an Armature modifier to the mesh and manually select the rig as a deforming object, but it's a good habit to use the Ctrl + P parenting to have the...

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 $19.99/month. Cancel anytime