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

Preface

Since ZBrush was released, it dramatically changed the way game art is created. It is unmatched in its speed for creating highly detailed models and thus, is widely used in the games and film industry. We could even say that if you want to be a game artist today, ZBrush is considered a standard.

A few years ago, ZBrush was used only for organic modeling. With ZBrush 4.0 this changed dramatically and you can now sculpt mechanical spaceships as well as organic creatures. And that's exactly what we're going to do — in the course of this book we'll complete four modeling tasks, covering the complete range of organic and mechanical sculpting. After you've completed this book, you will know all the techniques necessary to sculpt detailed game assets and view it in a game engine of your choice.

What this book covers

Chapter 1, Getting Started, will cover all the preparatory steps of working with ZBrush. We'll get a quick overview about what we will learn in this book and how ZBrush is used in a model creation process. After that we'll quickly go over the basic terminology and finally talk about working in the field of digital art.

Chapter 2, Learning the Interface, will introduce you to the interface and the basic modeling concepts in ZBrush. After we're done with that, we are ready to start our first model in the next chapter.

Chapter 3, Modeling a Spooky Tree with ZSpheres, deals with model creation from ZSpheres in ZBrush. This is a powerful technique in ZBrush that's very useful for quickly blocking out volumes for our models. We'll use it to create a spooky tree from scratch and finally prepare it for sculpting in the next chapter.

Chapter 4, Adding Details to the Tree, covers the sculpting features of ZBrush. In this chapter, we'll take our tree from a rough model to the final stage. We'll learn about the different brushes in ZBrush and how we can use them to detail our model of the tree.

Chapter 5, Texturing the Tree with Polypaint, shows how we can texturize our models inside ZBrush. The cool thing is that in ZBrush we can paint our colors directly onto the model, which is a lot more fun than painting textures in a 2D image editor. We'll also take advantage of all the sculpted details and use them to quickly add color variations to our model.

Chapter 6, Adding an Environment to the Tree, will introduce subtools to compose a model out of multiple parts. We'll add a hill for the tree and detail it by adding some mushrooms and rocks.

Chapter 7, Modeling a Sci-Fi Drone, will introduce a new workflow, starting a model in an external modeling application such as Blender. We'll then see how we can transfer models between ZBrush and other modeling software.

Chapter 8, Sci-Fi-Drone: Hard Surface Sculpting, covers the new mechanical sculpting techniques of ZBrush. In this chapter, we'll finish our second model and learn a lot about detailing mechanical objects with the new brushes.

Chapter 9, Sci-Fi-Drone: Creating a Normal Map, discusses the different texture types commonly used in games. After that we'll take our detailed drone from the previous chapter and create a normal map from it so we can view all the fine details inside a game engine.

Chapter 10, Modeling a Creature with ZSketch, starts off with our third model — the brute. We'll use ZSketching to bring our character to life. This technique builds upon ZSpheres and allows us to paint muscles on top of a skeleton. This is incredibly fast for organic meshes. Once we're done with that, we'll convert our ZSketch into a mesh for further sculpting.

Chapter 11, Sculpting the Creature's Body, discusses the key steps involved in sculpting an organic creature. We'll have a closer look at sculpting anatomical details and will learn how to add additional props to our character, like a belt.

Chapter 12, Sculpting Fur and Accessories, introduces alphas to achieve realistic-looking material such as fur or feathers. We'll not only use alphas, but also talk about how to create custom alphas on our own. After that we'll use these custom alphas to add the final polish to our creature.

Chapter 13, Preparing the Creature for Games, covers the needed steps to bring our detailed creature from the last chapter into a game. This involves creating a low-poly version of it and transferring the surface details. Finally, we'll unwrap the creature so we can bake a normal map, like we did for the drone in Chapter 9.

Chapter 14, Modeling the Harvester Ship, will start off with our fourth model — the harvester ship. We'll start this complex spaceship directly inside ZBrush with a new technique called ShadowBox. This allows us to create mechanical shapes in no time, so we can assemble our complex ship. We'll then refine these shapes with the new clipping brushes that allow us to create crisp mechanical surfaces.

Chapter 15, Detailing the Harvester Ship, covers the creation of more complex parts like a clamshell with ShadowBox and the clipping brushes. We'll also use Booleans to combine or subtract meshes to create forms that were out of reach before.

Chapter 16, Finishing the Harvester Ship, will draw together all the techniques learned before to add the final polish to our ship. We'll also learn how we can grab sculpted geometry and use it as a brush to quickly add fine details.

Who this book is for

This book is for aspiring (game-) artists who want to dig deeper into highly detailed game model production. It's good if you have a basic understanding of 3D and its possibilities and are also familiar with other 3D-software like Maya, 3D-Studio Max, Softimage, Blender, and others, which are good companions for ZBrush. Also, for someone looking for a more intuitive way of creating 3D models, this book and ZBrush are the right tools to start with.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning:

Code words in text are shown as follows: "So we'll concentrate on the .obj format, which can be read by almost any 3D application."

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes, for example, appear in the text like this: "Pick the Move brush and make sure that the fur forms a closed volume around the body, as shown in the next screenshot ".

Note

Warnings or important notes appear in a box like this.

Note

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book — what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.

To send us general feedback, simply send an e-mail to , and mention the book title via the subject of your message.

If there is a book that you need and would like to see us publish, please send us a note in the SUGGEST A TITLE form on www.packtpub.com or e-mail .

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Note

Downloading the example files and colored graphics for this book

You can download the example files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books — maybe a mistake in the text or the code — we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/support, selecting your book, clicking on the errata submission form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded on our website, or added to any list of existing errata, under the Errata section of that title. Any existing errata can be viewed by selecting your title from http://www.packtpub.com/support.

Piracy

Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at with a link to the suspected pirated material.

We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at if you are having a problem with any aspect of the book, and we will do our best to address it.