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

The in-game mesh


Since this is a book about ZBrush, we'll keep this section of modeling in another 3D application rather short. There are plenty of tutorials out there that cover low-poly modeling, which also differs for each application. So we'll talk about more general decisions in the process. It is not assumed that you build this drone by yourself in the course of this short chapter, but rather understand some basic approaches for this. Feel free to give it a try anyway, but the in-game mesh will also be provided via a download link at the beginning of the next chapter.

Let's start with the statement that there's no rule where to start.

If building a continuous mesh, it's easier to start with large or central parts like a torso and develop the smaller parts from it.

Note

It's useful to break down the model into smaller modeling tasks instead of building it all in one. This allows for more flexibility during the whole process, also making rearrangements easier. Thus, we split up the mesh...