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 - cleaning up the Unified Skin


Depending on the resolution you chose when creating the Unified Skin, you may have to fix some problematic areas, for example, the fingers. Let's do that quickly:

  1. 1. Step down to the lowest level of subdivision.

  2. 2. Correct the jaw and hands with the Move brush, as shown in the next image.

  3. 3. For the knees, use the Slash3 or Trim Hole brush to carve a thin line into the surface, where the muscles overlap.

  4. 4. Look out for other problematic areas, such as the armpits, and fix them, if necessary.

What just happened?

We just did some quick corrections to our Unified Skin of the creature. We have to find a good balance between a reasonable low resolution and the preservation of smaller details such as fingers or other parts close to each other when creating a Unified Skin. Thus, some corrections are always necessary.