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

Workflows - where to start


In this chapter, we'll explore the workflow of working with a previously built in-game mesh. For this example, I used blender and GIMP Paint Studio. So our workflow looks like this:

This workflow is a little bit faster and easier if we have some concept art and know exactly what we're going to do. But this limits us a bit in making massive changes to the concept while modeling, since we defined the in-game mesh in the beginning. For example, let's say we've built an in-game mesh of a horse, switched over into ZBrush for sculpting, but during the detailing we really wish it could be a unicorn with two heads. But our previously built mesh has only one head without horns, so at this point the fiddling begins. Sure, this is no dead end, and we can solve this too, but it all takes up time, which we can preserve if we plan ahead. So if you get a concept from the concept artist and your job is to rebuild it in 3D, creating the in-game mesh first is fine. If you're approaching...