PacktLib: ZBrush 4 Sculpting for Games: Beginner's Guide

ZBrush 4 Sculpting for Games

Credits

About the Author

About the Reviewers

www.PacktPub.com

Preface

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Finishing the Harvester Ship

Believability

Time for action - finishing the engines

Time for action - adding the final details

Summary

Epilogue

Epilogue

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