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

In-game meshes - less is more


Highly optimized meshes, to be used in games, are often called low-poly, or just in-game meshes. Since games are calculated in real-time, we try to preserve resources wherever possible to ensure it still runs smoothly, even on lower hardware setups. The most basic resource we try to optimize is the polygon count of our models. So we only use polygons where they add to the form.

Other important resources are textures, images that are applied to our mesh to add color, surface details, and so on. Game texture sizes are measured in pixels, like other digital images. Their dimensions are, most of the time, defined by power of 2. For example, 256 x 256, 512 x 512, or 1024 x 1024.

A 512 x 512 texture is four times the size of a 256 x 256 texture and will also take up four times the memory, so there are always questions about choosing the right texture size. As a rule of thumb, just think of how big the object will be seen in-game on your screen, to determine how many...