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 - projecting the details onto the new mesh


Let's project all the details from the high-poly mesh onto our new low-poly one:

  1. 1. Select your retopologized mesh, making it the active subtool.

  2. 2. Projection can be done only with polygon meshes, not with ZSpheres, so we have to create an adaptive skin from it first. Go to Tool | Adaptive Skin and click on Make Adaptive Skin with the Density set to 1. This will add a new tool of the mesh named Skin_nameofthesubtool.

  3. 3. Append this subtool to your high-polygon mesh, so your list of subtools looks similar to this:

  4. 4. Turn off Smt and divide two times.

  5. 5. Turn Smt back on and divide a few times until you reach a reasonable polygon count of a few million polygons.

  6. 6. Store a morph target by navigating to Tool | Morph Target and click on StoreMT.

  7. 7. Hide the Retopo-ZSphere-SubTool, leaving only the high-poly meshes and the low-poly one visible.

  8. 8. Projecting details from one mesh to another works only on meshes with the eye icon turned on...