Another cool thing to do with skin modifier based cables is to add a displacement modifier before the skin and set it to RGB to XYZ with some noise input that has RGB to get some procedural unevenness
Just run into a problem in 2.8. The triangulate modifier (and the destructive triangulate action) doesn't preserve custom vertex normals such as those created by the weighted normal modifier. Since it's pretty typical to toggle the triangulate modifier on for exporting to a game engine or baker this is an issue. I know…
Also just Shift+G in general is a nice place to look around, it's the shortcut for "Select similar" @Justo as for sharp edges, I would say having Auto Smooth on is perfectly fine. Plus if you're using a bevel modifier and want to make use of the face weigthed normals option in there, then you will need to have Auto Smooth…
@RaphaelBarros Thanks for the tip, I didn't know the Hook modifier could be used in this way. Am I right to say the Hook modifier would be literally the same as editing the mesh with Proportional Edit toggled on, only that using this modifier keeps things non-destructible? There doesn't seem to be anything the Hook…
Thanks pior! As Grimwolf mentioned, the Skin Modifier is very handy in a number of situations. Something like ZSpheres. Here's an example of the Skin Modifier on one of my latest WiPs, outlining a similar workflow as with the Batman bust.
I'm aware to not apply the modifiers as much as possible. However, if you're working on an asset for production eventually at some point - you will need to edit the resulting mesh after the modifiers have done its job. This is where you will need to apply the modifier, else you couldn't continue to add details n…