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ZBrush 4 Sculpting for Games: Beginner's Guide

Beginner's Guide
Manuel Scherer

Sculpt machines, environments, and creatures for your game development projects
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Book Details

ISBN 139781849690805
Paperback348 pages

About This Book

  • 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

Images

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.

Table of Contents

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
The difference between 2.5D and 3D in ZBrush
Time for action - working in 3D with "Tools"
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
Time for action - shaping the spooky tree
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
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
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
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
Hard surface brushes
Time for action - sculpting the upper air outlets
Time for action - adding details to the rear exhausts
Time for action - sculpting the hull
SmartReSym — lifesavers if something goes wrong
Time for action - detailing the engines
Layers
Summary
Chapter 9: Sci-Fi-Drone: Creating a Normal Map
Textures in games
Simulating details with normal maps
Time for action - creating a normal map for our drone
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
Time for action - sketching the creature with ZSketch
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
Sculpting the body
Time for action - let's sculpt the body
Adding props to our character
Time for action - adding the belt
Time for action - roughing in the fur
Time for action - refining the head with eyes and mouth
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
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
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
Summary
Chapter 14: Modeling the Harvester Ship
The Harvester
Time for action - blocking out the body of the ship
Time for action - starting the engines
Time for action - blocking out the smaller parts
Summary
Chapter 15: Detailing the Harvester Ship
Adding detail to our ship
Time for action - detailing the engines
Creating the clamshell
Time for action - creating the clamshell
Time for action - adding some defences, the turrets
Time for action - finishing the main parts of the ship
Summary
Chapter 16: Finishing the Harvester Ship
Believability
Time for action - finishing the engines
Time for action - adding the final details
Summary

What You Will Learn

  • 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.

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