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 body


  1. 1. Let's start with the head, as shown in the following image. Start to define the rough forms at the lowest subdivision level and then work through the higher ones. As sculpting is always a creative process, the forms can change quite a bit. For the head, I decided to go for a more aggressive head, to make it conform with the rest of the body. Even at the final stage, the neck is kept smooth because we will add feathers in this area later on, which hides any muscular structures:

  2. 2. For the hands, the Smooth Directional is useful to better work out the wrinkles. In this way, we can smooth along a drawn wrinkle without smoothing the one next to it.

  3. 3. When working on the overall form, try to define where there are bones or muscles under the skin. Bones, like the knuckles, will produce forms with more contrast, whereas muscles form more bulged, smooth surfaces. The palms can be roughed in, but because they will rarely be seen, we don't need to waste too...