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 - roughing in the fur


Let's add the fur to our character. At this stage, it is important that we can see how the character looks with all its features, in order to improve the overall look from early on. Basically, this follows the same steps as creating the belt, so we'll keep this rather short:

  1. 1. Mask the area, where you want the fur to appear on the character, as shown in the next image. It also continues between his legs, like in the concept. Don't try to add finer details; they will be smoothed out on extraction anyway:

  2. 2. Extract the fur with E Smt and S Smt at 5. Set the thickness to 0 because we don't need an inner surface.

  3. 3. Rename the extract.

  4. 4. Clear the mask on the body and the new fur extract.

  5. 5. Activate symmetry.

    Note

    The symmetry setting is always per subtool.

  6. 6. What will become the hair would now look like this:

  7. 7. At the moment, the hair extract we did looks more like a copy of the body. Let's take care of that. Pick the Clay Buildup brush and sculpt the hair...