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

Autogroups


We started to make use of our object structure by using the Autogroups with UV button. Autogroups analyzes the mesh topology and creates a polygroup for every continuous surface part of the mesh. The Autogroups with UV function also considers how the mesh was unwrapped and where it was "cut".

The engine for instance, does have a continuous mesh topology, but is also unwrapped in two parts, one for the overall hull and one for the side detail. So, using the Autogroups button only analyzes mesh topology and creates one Polygroup for the engines, whereas the Autogroups with UV also considers the UV coordinates, creating two groups, as shown in the next screenshot:

We can also split our mesh apart by its topology by clicking on Tool | SubTool | GroupsSplit. Like Autogroups, this will create a separate subtool for each continuous surface of our mesh. With the mesh split into several subtools, ZBrush can handle a higher polygon count than it could with one single mesh. But this would...