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 - detailing the head


Let's continue adding fine detail to the head and blend it with the fur:

  1. 1. Select the subtool of the body, making it the active one.

  2. 2. Create a new layer and rename it.

  3. 3. Pick the Standard brush, turn off Stroke | LazyMouse, and select DragRect as stroke type.

  4. 4. Import the alphas for the fur and the feathers.

  5. 5. Activate anti-aliasing and set Radial fade to 3 for the alphas.

  6. 6. Make sure that the body subtool has a few million polygons, so we can apply the fine details. If the performance is too low, you can lower the subdivision level of the other subtools (Shift + D) or hide parts of the mesh (Ctrl + Shift + drag).

  7. 7. Pick the feathers alpha and start out from the eye, as shown in the next screenshot. Clicking-and-dragging away from the center will scale the alpha, while spinning around will rotate it. After a short time, you'll get used to the DragRect stroke type. With this stroke we can adjust the placement and rotation of the details very precisely...