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 - sculpting the fur


Equipped with the furry alphas, let's jump in directly and add the final detail to the fur:

  1. 1. Load the creature.

  2. 2. Switch to the fur as the active subtool.

  3. 3. Pick the Move brush and make sure that the fur forms a closed volume around the body, as shown in the next screenshot:

  4. 4. The alphas will be used only for final polish, so we have to get the global shapes right before advancing to the fine details. Pick the ClayBuildup or the Clay Tubes brush and sculpt the basic forms of the fur, as shown in the next screenshot. Start with laying in the main directions the fur should follow. Be careful when using the ClayBuildup brush. It builds up fast, quickly creating bloated surfaces that have to be corrected. Keep adding details when stepping up in subdivisions. When done with this, you should already be able to tell in which direction the fur flows and where it overlaps:

  5. 5. When the additional polygons of the fur slow down your computer, you may want to switch...