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 - detailing the engines


  1. 1. Load the model that we built in the previous chapter.

  2. 2. Before we start with the engines, let's finish the form of the body, as shown in the next image. Increasing the volume of the body makes the ship more believable in its function as a cargo ship. Use the Move brush with a large brush size to widen the lower part of the body. Smooth out the result and fine-correct with the Standard brush and Stroke | Lazystep set to 0.1. Lower values of Lazystep prevent dotted strokes. You can also mask off the top-most part to protect it from changes:

  3. 3. Now let's extract the hull for the engines. First, increase the subdivision level to have around 50,000 polygons, so that we can create clean masks.

  4. 4. Activate Transform | L.Sym, which stands for local symmetry. If this is activated, the center of the symmetry will be in the subtool's center instead of the one of the entire ship. This is important if we move something off the global center, as we did with the...