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 - preparing the mesh


  1. 1. Import the downloaded mesh by pressing Tool | Import and navigate to the respective download folder.

  2. 2. As we saw in the previous chapter, the mesh is composed of several primitive objects. We can use that to create Polygroups by clicking on Tool | Polygroups | Autogroups with UV.

  3. 3. Enable Polyframe, either via Transform | PolyF(rame) or by pressing Shift + F. With Polyframe enabled, we should now see that ZBrush automatically created Polygroups for us.

  4. 4. Objects with many overlapping parts tend to be overly influenced by the shadows. You can disable shadows under Render | Shadows if you like.

  5. 5. Disable Subdivide smoothing by disabling the Smt button found under Tool | Geometry | Smt.

  6. 6. Divide the mesh two times so the slider shows a subdivision level of three.

  7. 7. Enable Tool | Geometry | Smt and divide three more times, up to subdivision level six, so that the mesh has around 2.6 million polygons.

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