ZBrush 4 Sculpting for Games: Beginner's Guide


ZBrush 4 Sculpting for Games: Beginner's Guide
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Overview
Table of Contents
Author
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  • Fast-paced friendly guide to using ZBrush in game development
  • No prior knowledge of ZBrush required
  • Covers all aspects of sculpting for games – from developing your concept art to integrating your models with the game environment
  • Uses realistic, impressive examples throughout the book

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Book Details

Language : English
Paperback : 348 pages [ 235mm x 191mm ]
Release Date : March 2011
ISBN : 1849690804
ISBN 13 : 9781849690805
Author(s) : Manuel Scherer
Topics and Technologies : All Books, Game Development, Beginner's Guides, Games

Table of Contents

Preface
Chapter 1: Getting Started
Chapter 2: Learning the Interface
Chapter 3: Modeling a Spooky Tree with ZSpheres
Chapter 4: Adding Details to the Tree
Chapter 5: Texturing the Tree with Polypaint
Chapter 6: Adding an Environment to the Tree
Chapter 7: Modeling a Sci-Fi Drone
Chapter 8: Sci-Fi-Drone: Hard Surface Sculpting
Chapter 9: Sci-Fi-Drone: Creating a Normal Map
Chapter 10: Modeling a Creature with ZSketch
Chapter 11: Sculpting the Creature's Body
Chapter 12: Sculpting Fur and Accessories
Chapter 13: Preparing the Creature for Games
Chapter 14: Modeling the Harvester Ship
Chapter 15: Detailing the Harvester Ship
Chapter 16: Finishing the Harvester Ship
Chapter 17: Epilogue
Appendix: Pop Quiz
  • Chapter 1: Getting Started
    • Who this book is for
    • What we will learn in this book
    • Why ZBrush?
    • How ZBrush is used in a game's production
    • What you'll need for this book
    • Terminology
    • Working in the field of digital art
    • The concept
    • Time for action – a short example of a concept
    • Explore ZBrush on the Web
    • Summary
    • Chapter 2: Learning the Interface
      • Interface and navigation
      • Time for action – navigating in 3D space
      • More on the interface – The Tray
      • Time for action – using the Trays
        • Palettes
        • Trays
      • The difference between 2.5D and 3D in ZBrush
      • Time for action – working in 3D with "Tools"
        • The Edit mode
        • How to enter 2D, 2.5D, or 3D mode
      • Summary
      • Chapter 3: Modeling a Spooky Tree with ZSpheres
        • ZSpheres workflow
        • The concept of the spooky tree
        • Time for action – preparing the spooky tree with ZSpheres
        • Time for action – starting the spooky tree with ZSpheres
        • Time for action – finishing the tree
        • Time for action – converting our ZSpheres into polygons
        • Summary
        • Chapter 4: Adding Details to the Tree
          • The sculpting interface
          • Time for action – using the interface preset Sculpt01
          • Time for action – choosing the right material for sculpting
          • Time for action – using brushes
            • Controlling the brushes
          • Time for action – shaping the spooky tree
            • Local transformations and rotations
          • Time for action – isolating parts of the tree with Polygroups
          • Time for action – working with subdivisions
          • Finishing the sculpt
          • Time for action – sculpting the tree on the next level
          • Time for action – finishing the sculpt
            • Lazymouse
          • Summary
          • Chapter 5: Texturing the Tree with Polypaint
            • What is Polypainting?
            • Time for action – setting up our model for Polypainting
            • Time for action – using masks for Polypainting
            • Brushes for Polypainting
            • Time for action – using Auto Masking to finish the Polypainting
              • Auto Masking
            • Have a go hero – adding final shading with Ambient Occlusion
            • Summary
            • Chapter 6: Adding an Environment to the Tree
              • Changing the document size to fit your screen
              • Time for action – setting up the canvas size
              • Adding objects with subtools
              • Time for action – stand your ground
              • The Transpose tool
              • Time for action – moving the ground floor with Transpose
                • Transpose
                • Single-sided polygons
              • Time for action – roughing in the hill
              • Time for action – creating a mushroom
              • Time for action – sculpting the mushroom with radial symmetry
              • Summary
              • Chapter 7: Modeling a Sci-Fi Drone
                • Using ZBrush with other 3D applications
                • In-game meshes – less is more
                • Workflows – where to start
                • Concept art – the Pioneer Drone
                • The in-game mesh
                • Texture coordinates
                • Summary
                • Chapter 8: Sci-Fi-Drone: Hard Surface Sculpting
                  • Preparing the mesh for sculpting
                  • Time for action – preparing the mesh
                  • Autogroups
                    • Subdividing for hard surface sculpting
                  • Hard surface brushes
                  • Time for action – sculpting the upper air outlets
                    • Masking
                  • Time for action – adding details to the rear exhausts
                    • Alphas
                  • Time for action – sculpting the hull
                  • SmartReSym—lifesavers if something goes wrong
                  • Time for action – detailing the engines
                  • Layers
                  • Summary
                    • Chapter 10: Modeling a Creature with ZSketch
                      • What the creature looks like
                      • ZSketching a character
                      • Time for action – creating the basic armature with ZSpheres
                        • The character pose for animation
                      • Time for action – sketching the creature with ZSketch
                        • Brushes
                        • ZSketch and the armature
                      • Time for action – converting a ZSketch into sculptable polygons
                      • Summary
                      • Chapter 11: Sculpting the Creature's Body
                        • Adding local detail
                        • Time for action – adding local detail where we need it
                        • Time for action – cleaning up the Unified Skin
                        • Organizing our model with polygroups
                        • Time for action – adding polygroups manually
                          • Polygroups from polypaint
                          • Edge loops
                        • Sculpting the body
                        • Time for action – let's sculpt the body
                          • Surface contrast
                          • Hotkeys
                          • Transpose and mask by topology
                        • Adding props to our character
                        • Time for action – adding the belt
                          • Mesh extract
                          • If things go wrong
                        • Time for action – roughing in the fur
                        • Time for action – refining the head with eyes and mouth
                          • Adding the eyes with mirror and weld
                          • Closing the mouth with layers
                        • Finishing the sculpting on the body
                        • Time for action – finishing the body
                        • Summary
                        • Chapter 12: Sculpting Fur and Accessories
                          • Creating alphas for feathers and fur
                          • Time for action – creating an alpha for the fur
                          • Time for action – sculpting the fur
                            • Sculpting with alphas
                            • Sculpting with symmetry
                            • Erasing layer contents
                          • Time for action – detailing the head
                          • Time for action – sculpting the belt
                          • Summary
                          • Chapter 13: Preparing the Creature for Games
                            • Retopologizing for games
                            • Time for action – creating an in-game mesh with retopologize
                              • Polycount
                            • Time for action – projecting the details onto the new mesh
                            • Extending ZBrush with plug-ins: UV-Master
                            • Time for action – unwrapping the creature with UV Master
                              • Fine control with control painting
                              • The middle way—attract by ambient occlusion
                              • Seams, what seams?
                            • Summary
                            • Chapter 14: Modeling the Harvester Ship
                              • The Harvester
                              • Time for action – blocking out the body of the ship
                                • ShadowBox
                                • Entering and exiting ShadowBox
                                • Working with ShadowBox
                                • Masking and clipping brushes
                              • Time for action – starting the engines
                              • Time for action – blocking out the smaller parts
                                • The curve stroke type
                                • The ClipCircleCenter brush and behavior
                                • The undo history and subtools
                              • Summary
                              • Chapter 15: Detailing the Harvester Ship
                                • Adding detail to our ship
                                • Time for action – detailing the engines
                                  • Local symmetry
                                  • Subtool controls
                                  • Moving objects along one axis with the Action Line
                                  • How clipping works
                                • Creating the clamshell
                                • Time for action – creating the clamshell
                                  • Clipping holes
                                  • Patterns with horizontal and vertical tiling
                                  • Merging subtools
                                • Time for action – adding some defences, the turrets
                                  • Combining meshes with Booleans
                                  • Clipping with the Alt key
                                • Time for action – finishing the main parts of the ship
                                  • Clipping again
                                  • Mirror axis
                                • Summary
                                    • Appendix: Pop Quiz
                                      • Chapter 2: Pop quiz – 2D, 2.5D, and 3D mode
                                      • Chapter 3: Pop quiz – the root sphere and adaptive skin preview
                                      • Chapter 4: Pop quiz – materials
                                      • Chapter 4: Pop quiz – brush settings
                                      • Chapter 4: Pop quiz – subdivisions
                                      • Chapter 5: Pop quiz – Polypainting
                                      • Chapter 5: Pop quiz – masking
                                      • Chapter 6: Pop quiz – subtools
                                      • Chapter 6: Pop quiz – 3D primitives
                                      • Chapter 7: Pop quiz – in-game meshes
                                      • Chapter 8: Pop quiz – masking
                                      • Chapter 9: Pop quiz – textures and Normal maps
                                      • Chapter 10: Pop Quiz – ZSketching a character
                                      • Chapter 11: Pop quiz – masking and Polygroups
                                      • Chapter 12: Pop quiz – layers and alphas
                                      • Chapter 13: Pop quiz – unwrapping and retopologizing
                                      • Chapter 14: Pop quiz – shadowBox and clipping brushes
                                      • Chapter 15: Pop quiz – local symmetry, clipping, and moving
                                      • Chapter 15: Pop quiz – Booleans
                                      • Chapter 16: Pop quiz – creating alphas from geometry
                                      • Index

                                    Manuel Scherer

                                    Manuel Scherer is a German game developer who has worked in the games industry and in the fields of visual computing. He is currently teaching real-time visualizations at the Offenbach Academy of Art and Design. Apart from his beloved work, he writes as a freelance journalist about the games industry from major events such as the Game Developers Conference Europe.
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                                    Sample chapters

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                                    Frequently bought together

                                    ZBrush 4 Sculpting for Games: Beginner's Guide +    jMonkeyEngine 3.0 Beginner's Guide =
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                                    What you will learn from this book

                                    • Model solid and organic matter in ZBrush
                                    • Produce low-poly models suitable for use in 3D games
                                    • Work with textures, materials, and other details
                                    • Produce outstanding visual results
                                    • Incorporate material from photos and other sources into your sculptures
                                    • Produce complex creatures and objects with moving parts

                                    In Detail

                                    ZBrush is a fantastic tool for creating models for use in computer games. Using a wide range of powerful tools you can create models for vehicles, props, environments, and characters.

                                    This book makes creating game art in ZBrush fast and easy. It covers everything you need to create models of all kinds for your game projects, even if you've never used ZBrush before.

                                    Built around four complete ZBrush projects, the book gives you everything you need to sculpt props, vehicles, and creatures in ZBrush. You'll start by creating a "spooky tree" model, mastering the sculpting, texturing, and decoration skills that are essential for all ZBrush topics. Next you'll move to man-made objects with a sci-fi drone. Next you'll see how to sculpt monsters and other creatures, deal with cloth and other soft materials, and prepare the model to become an animated, controllable character in a game. The final project returns to machines, building a complete, detailed spaceship for use in your sci-fi games.

                                    The only book to teach you everything about the best diagramming software for the Macintosh

                                    Approach

                                    This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this is the book for you.

                                    Who this book is for

                                    This book is for all digital artists or game developers who want to create their own 3D sculptures in ZBrush. No experience with ZBrush is required – it's suitable for complete beginners and intermediate users.

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