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 - converting our ZSpheres into polygons


Now it's time to check our ZSphere structure and eliminate any problems left with the topology.

  1. 1. First of all, open your tool palette in a tray and expand the Adaptive Skin subpalette. The settings we set in here will determine how our final polygonal model will look.

  2. 2. There are two modes of adaptive skinning — the newer one, and the classical skinning. Preview the mesh with classical skinning unclicked and then with classical skinning clicked, to determine which algorithm gives you better results. If both are the same, then ZBrush fails to skin your ZSpheres with the newer method and uses classical skinning as a fallback.

  3. 3. If you choose the newer skinning method, use the Ctrl key while placing your mouse cursor on the given settings to get more information. For solving topological errors, I would recommend simply pushing the problematic ZSpheres around a little, until the preview is clean, instead of relying on these options....