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 - starting the engines


Okay, we've got the body of the ship ready. Let's move on to the second biggest part — the engines:

  1. 1. Pick the Sweep3D tool.

  2. 2. Open the Tool | Initialize subpalette.

  3. 3. In the Initialize settings, we can find a curve named S Profile, which stands for sweep profile. As its name says, this curve defines the profile of the mesh. We can alter the curve, as shown in the next image:

  4. 4. Create a curve with settings, as shown in the next screenshot:

  5. 5. You may want to save the Sweep3D tool separately, in case we need it again. Once appended, it loses its initial settings.

  6. 6. When done, append the engine to the ship and position it accordingly. Be careful to only position the engine, not to rotate it.

  7. 7. We'll have a lot of subtools, so it's a good idea to name them.

  8. 8. Our ship would now look like this:

What just happened?

We just created the rough shapes of the engines with the Sweep3D tool.

It's important to append the tool after we're finished with its initial...