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 - working with subdivisions


Now that we've moved our tree into shape, let's use subdivisions to add more polygons to sculpt.

When we created our Adaptive Skin, we set the density to 2, which created a mesh from our ZSpheres with two subdivision levels. Let's see what we can do with them.

  1. 1. Load your mesh of the tree.

  2. 2. Navigate to Tools | Geometry. Ideally the Tool palette is permanently open in a tray.

  3. 3. In the Geometry palette, we can find a slider and a display of the current level of subdivision above it, stating that we're currently at subdivision level 2. Use the slider to switch between subdivision levels and see the difference.

  4. 4. Let's add another level of subdivision by clicking on the Divide button. The small Smt button next to it determines if our mesh is smoothed when subdivided. For now, leave this option on. As you can see in the Geometry subpalette, ZBrush will automatically switch to the new subdivision level.

Note

Subdivision hotkeys

As we will subdivide and...