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 - finishing the engines


The bottom of our ship still looks very plain; let's go ahead and change that:

  1. 1. Finish the bottom side of the engines by creating several rings in ShadowBox, as shown in the next image. Sculpt them with radial symmetry. For the innermost part, use a circle as a base:

  2. 2. If we combine the Tracks brush with alpha tiling, we can sculpt a nice cable pattern, as shown in the next image. You can get an even cleaner distribution of the alpha if you activate LazyMouse with a high LazySmooth value:

  3. 3. Add some cables to the engines and finish the mechanical parts with the Trim Dynamic and Polish brushes, like we did when sculpting the drone. When adding parts the viewers are familiar with (such as cables), it automatically affects the relative scale of our object. If we create something new, adding one common element helps to determine its relative size. That's why you see so many epic landscape pictures with a small human figure in the foreground. It's a matter...