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

How ZBrush is used in a game's production


To better understand the workflow using ZBrush, let's think of a simplified way a 3D model is created to be used in our game. As always, there are many ways of doing the same thing, and many companies do it differently. By the end of this book, you will know some of the different ways of model creation, to blend into an existing workflow or to even create your own.

It all starts with an idea or ideally a concept drawing. This 2D concept is then roughly created in 3D, often in a 3D software such as Maya, 3D Max, Blender, Softimage, and others. Once this is done, ZBrush comes into play to detail the model and finish the digital sculpture, which is the fun part, but may also easily consume most of the time during model creation. After that, you may have something like a very detailed and lifelike sculpture of Caesar, but it has no color variation, it is just stone gray. So you paint it, usually in a 2D application like Photoshop or GIMP. This process of applying color to a model is called texturing. Depending on whether you would like to create a stiff statue or a walking Caesar, you may want to animate your creation, which is again done in a 3D software like Maya. With this step done, you're all set to export your model into any game engine you like, to make your own game or just view your model.

So in short, a simplified pipeline of creating a model using ZBrush, Maya, and Photoshop would look like this:

As shown in the previous image, there is more than one way of creating game models. We'll see in the later chapters that ZBrush could even be used for all of the first four steps, covering more than half of the workflow for game model production, as shown in the second diagram.

Here's another highly detailed example we're going to sculpt and view in real time: