Building the character's base mesh with the Skin modifier
In the previous recipes, we saw three different ways to set up the template images; just remember that one method doesn't exclude the others, so in my opinion, the best setup you can have is: Image Empties on one layer (visibility toggled using the eye icons in the Outliner) together with Background Images. This way you can not only have templates visible in the three orthographic views, but also in the perspective view (and this can sometimes be really handy).
However, whatever the method you choose, now it's time to start to build the character's base mesh. To do this, we are going to use the Skin modifier.
Getting ready
First, let's prepare the scene:
- In case it's needed, reopen the
Gidiosaurus_base_mesh.blend ...
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