What we will learn in this book
How ZBrush is used in a game's production
What you'll need for this book
Working in the field of digital art
Time for action - a short example of a concept
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"
Modeling a Spooky Tree with ZSpheres
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
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
Time for action - sculpting the tree on the next level
Time for action - finishing the sculpt
Texturing the Tree with Polypaint
Time for action - setting up our model for Polypainting
Time for action - using masks for Polypainting
Time for action - using Auto Masking to finish the Polypainting
Have a go hero - adding final shading with Ambient Occlusion
Adding an Environment to the Tree
Changing the document size to fit your screen
Time for action - setting up the canvas size
Time for action - stand your ground
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
Using ZBrush with other 3D applications
Concept art - the Pioneer Drone
Sci-Fi-Drone: Hard Surface Sculpting
Preparing the mesh for sculpting
Time for action - preparing the mesh
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
Sci-Fi-Drone: Creating a Normal Map
Simulating details with normal maps
Time for action - creating a normal map for our drone
Modeling a Creature with ZSketch
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
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
Time for action - let's sculpt the body
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
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
Preparing the Creature 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
Time for action - blocking out the body of the ship
Time for action - starting the engines
Time for action - blocking out the smaller parts
Time for action - detailing the engines
Time for action - creating the clamshell
Time for action - adding some defences, the turrets
Time for action - finishing the main parts of the ship
Time for action - finishing the engines