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

Summary


We've finally finished our first model in ZBrush from scratch — the spooky tree.

In detail, we covered:

  • During the whole modeling process, we only needed a handful of brushes, mainly the Standard, Smooth, Move, Inflat, and the Clay Tubes brush.

  • To fully control the brushes, we explored the Z Intensity, Focal Shift, and Draw Size settings.

  • Our most used brushes can be arranged in the Sculpt01 Screen layout preset for quick access.

  • MatCap Materials include predefined lighting, whereas Standard Materials offer more flexibility, for example, changing the light direction. MatCaps are very practical for sculpting when setting up lights would just take up too much time.

  • Subdivision Levels add more polygons so we can put in more detail. To make larger changes, we can switch back to a lower level of subdivision. When stepping up again, all the high level detail is preserved.

  • Working from low to high polygon count saves a lot of headaches.

  • To create ornaments or rounded patterns, we can use the Lazy...