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

Appendix A. Epilogue

Congratulations, you’ve completed this book and are now familiar with the key concepts of using ZBrush for games.

You’ve learned how to tackle very different sculpting tasks and how to solve them, from organic to hard surface sculpting. Your future tasks as a game artist will deal with the same problems and solutions we did because it’s either organic, inorganic, or a mix of both.

Remember the graphic of a game asset workflow with ZBrush from the first chapter? Let’s look at it in retrospect:

The first model we created was the haunted tree, which was modeled from ZSpheres and then detailed and even textured in ZBrush. This workflow is closer to the right one in the preceding image.

The second model, the drone, was started as a rough base mesh in Blender and detailed in ZBrush. This was the classical way of modeling before there was ZSketching or Shadowbox. This resembles the workflow example on the left in the previous image.

The third model, the brute, was created entirely in ZBrush with ZSketch. Like the tree, this is closer to the right example because it solely relies on ZBrush for modeling.

The fourth and last model, the harvester, was also entirely done in ZBrush introducing mesh creation with Shadowbox.

As you can see, with each model we explored another way of creating a mesh and learned when to choose which workflow. So, hopefully, this book gave you a solid understanding of the different workflows and how ZBrush can be used in a game pipeline.

By now, I hope you see ZBrush not only as a modeling tool but rather an extension to your creativity. It doesn’t stop you, but rather encourages you to express yourself freely with as few technical restrictions as possible.