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

Chapter 10: Pop quiz - ZSketching a character


1

For detached parts, the armature brush would be sufficient, but for connecting two shores, the sketch brushes would be more useful since they can rejoin on surfaces. A third option would be rejoining the armature stroke with a smooth brush.

2

Always have the mirrored parts visible, too, to prevent errors.

3

Reshaping the ZSketch can be done quickly by using Move, Scale or an armature. Starting all over is the worst option since it takes up the most time. Heavily changing the silhouette of a polygonal model isn't ideal either, because it provides us with less freedom than ZSketch.

4

For the rigging process, a relaxed pose is better than the T-pose. The reason for this is that the model will deform better, when it is modeled in-between its motion extremes.