Book Image

ZBrush 4 Sculpting for Games: Beginner's Guide

By : Manuel Scherer
Book Image

ZBrush 4 Sculpting for Games: Beginner's Guide

By: Manuel Scherer

Overview of this book

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.
Table of Contents (24 chapters)
ZBrush 4 Sculpting for Games
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action - creating the basic armature with ZSpheres


Let's say the art director comes to your desk and shows you a concept of a monster to be created for the game project that you're working on. As always, there's little to no time for this task. Don't panic; just sketch it with ZSketch in no time. Let's see how this works:

  1. 1. Pick a new ZSphere and align its rotation by holding Shift.

  2. 2. Set your draw size down to 1.

  3. 3. Activate Symmetry on the X-axis.

  4. 4. The root ZSphere can't be deleted without deleting everything else, so the best place for this would be in the pelvis area.

    Note

    Placing the cursor on the line of symmetry will create a single ZSphere — this is indicated by the cursor turning green.

  5. 5. Start out to create the armature or skeleton from the root ZSphere, commencing from the pelvis to the head, as shown in the next screenshot. Similar to the human spine, it roughly follows an S-curve:

  6. 6. Continue by adding the shoulders. A little trick is to start the clavicle bone a bit...