ZBrush 4 Sculpting for Games Beginner's Guide Gliwice

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 …

od 125,10 Najbliżej: 1 km

Liczba ofert: 1

Oferta sklepu

Opis

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. Spis treści: ZBrush 4 Sculpting for Games Table of Contents Copyright Credits About the Author About the Reviewers www.PacktPub.com Support files, eBooks, discount offers and more Why Subscribe? Free Access for Packt account holders Preface What this book covers Who this book is for Conventions Reader feedback Customer support Errata Piracy Questions 1. Getting Started Who this book is for What we will learn in this book Why ZBrush? How ZBrush is used in a games production What you'll need for this book Terminology Working in the field of digital art The concept Time for action - a short example of a concept What just happened? Have a go hero - imagine your own concept! Explore ZBrush on the Web Summary 2. Learning the Interface Interface and navigation Time for action - navigating in 3D space What just happened? More on the interface The Tray Time for action - using the Trays What just happened? Palettes Trays Have a go hero - exploring the interface The difference between 2.5D and 3D in ZBrush Time for action - working in 3D with "Tools" What just happened? The Edit mode How to enter 2D, 2.5D, or 3D mode Have a go hero - using the note bar and the tooltips Pop quiz - 2D, 2.5D, and 3D mode Summary 3. Modeling a Spooky Tree with ZSpheres ZSpheres workflow The concept of the spooky tree Time for action - preparing the spooky tree with ZSpheres What just happened? Time for action - starting the spooky tree with ZSpheres What just happened? Pop quiz - the root sphere and adaptive skin preview Have a go hero - Link Spheres Time for action - finishing the tree What just happened? Time for action - converting our ZSpheres into polygons What just happened? Summary 4. Adding Details to the Tree The sculpting interface Time for action - using the interface preset Sculpt01 What just happened? Time for action - choosing the right material for sculpting What just happened? Pop quiz - - materials Have a go hero - download more MatCaps Time for action - using brushes What just happened? Controlling the brushes Pop quiz - - brush settings Time for action - shaping the spooky tree What just happened? Local transformations and rotations Time for action - isolating parts of the tree with Polygroups What just happened? Have a go hero - isolating several parts of the mesh with Polygroups Time for action - working with subdivisions What just happened? Pop quiz - - subdivisions Finishing the sculpt Time for action - sculpting the tree on the next level What just happened? Time for action - finishing the sculpt What just happened? Lazymouse Have a go hero - the icing on the cake Summary 5. Texturing the Tree with Polypaint What is Polypainting? Time for action - setting up our model for Polypainting What just happened? Pop quiz - Polypainting Time for action - using masks for Polypainting What just happened? Pop quiz - masking Have a go hero - creating your own color scheme Brushes for Polypainting Time for action - using Auto Masking to finish the Polypainting What just happened? Auto Masking Have a go hero - adding final shading with Ambient Occlusion Summary 6. Adding an Environment to the Tree Changing the document size to fit your screen Time for action - setting up the canvas size What just happened? Adding objects with subtools Time for action - stand your ground What just happened? Pop quiz - subtools The Transpose tool Time for action - moving the ground floor with Transpose What just happened? Transpose Single-sided polygons Time for action - roughing in the hill What just happened? Have a go hero - sculpting a rock Time for action - creating a mushroom What just happened? Pop quiz - 3D primitives Time for action - sculpting the mushroom with radial symmetry What just happened? Have a go hero - creating a mushroom colony Summary 7. Modeling a Sci-Fi Drone Using ZBrush with other 3D applications In-game meshes less is more Workflows where to start Concept art the Pioneer Drone The in-game mesh Texture coordinates Pop quiz - in-game meshes Summary 8. Sci-Fi-Drone: Hard Surface Sculpting Preparing the mesh for sculpting Time for action - preparing the mesh What just happened? Autogroups Subdividing for hard surface sculpting Hard surface brushes Time for action - sculpting the upper air outlets What just happened? Masking Pop quiz - - masking Time for action - adding details to the rear exhausts What just happened? Alphas Have a go hero - finishing the second exhaust Time for action - sculpting the hull What just happened? SmartReSymlifesavers if something goes wrong Time for action - detailing the engines What just happened? Have a go hero - shoot it, strike it, cut it Layers Summary 9. Sci-Fi-Drone: Creating a Normal Map Textures in games Simulating details with normal maps Time for action - creating a normal map for our drone What just happened? Tangent and object space normal maps Exporting the normal map Pop quiz - textures and normal maps Have a go hero - showing off the details with a normal map Summary 10. Modeling a Creature with ZSketch What the creature looks like ZSketching a character Time for action - creating the basic armature with ZSpheres What just happened? The character pose for animation Time for action - sketching the creature with ZSketch What just happened? Brushes ZSketch and the armature Pop quiz - ZSketching a character Time for action - converting a ZSketch into sculptable polygons What just happened? Summary 11. Sculpting the Creature's Body Adding local detail Time for action - adding local detail where we need it What just happened? Time for action - cleaning up the Unified Skin What just happened? Organizing our model with polygroups Time for action - adding polygroups manually What just happened? Polygroups from polypaint Edge loops Sculpting the body Time for action - let's sculpt the body What just happened? Surface contrast Hotkeys Transpose and mask by topology Pop quiz - masking and polygroups Adding props to our character Time for action - adding the belt What just happened? Mesh extract If things go wrong Have a go hero - ZSketching on top of our creature Time for action - roughing in the fur What just happened? Time for action - refining the head with eyes and mouth What just happened? Adding the eyes with mirror and weld Closing the mouth with layers Finishing the sculpting on the body Time for action - finishing the body What just happened? Summary 12. Sculpting Fur and Accessories Creating alphas for feathers and fur Time for action - creating an alpha for the fur What just happened? Time for action - sculpting the fur What just happened? Sculpting with alphas Sculpting with symmetry Erasing layer contents Pop quiz - layers and alphas Time for action - detailing the head What just happened? Time for action - sculpting the belt What just happened? Have a go hero - adding a weapon Summary 13. Preparing the Creature for Games Retopologizing for games Time for action - creating an in-game mesh with retopologize What just happened? Polycount Time for action - projecting the details onto the new mesh What just happened? Extending ZBrush with plug-ins: UV-Master Time for action - unwrapping the creature with UV Master What just happened? Fine control with control painting The middle wayattract by ambient occlusion Seams, what seams? Have a go hero - bake the polypainting into a texture Pop quiz - unwrapping and retopologizing Summary 14. Modeling the Harvester Ship The Harvester Time for action - blocking out the body of the ship What just happened? ShadowBox Entering and exiting ShadowBox Working with ShadowBox Masking and clipping brushes Pop quiz - shadowBox and clipping brushes Time for action - starting the engines What just happened? Time for action - blocking out the smaller parts What just happened? The curve stroke type The ClipCircleCenter brush and behavior The undo history and subtools Summary 15. Detailing the Harvester Ship Adding detail to our ship Time for action - detailing the engines What just happened? Local symmetry Subtool controls Moving objects along one axis with the Action Line How clipping works Pop quiz - local symmetry, clipping, and moving Creating the clamshell Time for action - creating the clamshell What just happened? Clipping holes Patterns with horizontal and vertical tiling Merging subtools Time for action - adding some defences, the turrets What just happened? Combining meshes with Booleans Clipping with the Alt key Pop quiz - Booleans Time for action - finishing the main parts of the ship What just happened? Clipping again Mirror axis Summary 16. Finishing the Harvester Ship Believability Time for action - finishing the engines What just happened? Paint with grabbed geometry Pop quiz - creating alphas from geometry Time for action - adding the final details What just happened? Summary 17. Epilogue Where to go next? A. Pop quiz - Chapter 2: Pop quiz 2D, 2.5D, and 3D mode Chapter 3: Pop quiz the root sphere and adaptive skin preview Chapter 4: Pop quiz materials Chapter 4: Pop quiz brush settings Chapter 4: Pop quiz subdivisions Chapter 5: Pop quiz Polypainting Chapter 5: Pop quiz masking Chapter 6: Pop quiz subtools Chapter 6: Pop quiz 3D primitives Chapter 7: Pop quiz in-game meshes Chapter 8: Pop quiz masking Chapter 9: Pop quiz textures and Normal maps Chapter 10: Pop Quiz ZSketching a character Chapter 11: Pop quiz masking and Polygroups Chapter 12: Pop quiz layers and alphas Chapter 13: Pop quiz unwrapping and retopologizing Chapter 14: Pop quiz shadowBox and clipping brushes Chapter 15: Pop quiz local symmetry, clipping, and moving Chapter 15: Pop quiz Booleans Chapter 16: Pop quiz creating alphas from geometry Index

Specyfikacja

Podstawowe informacje

Autor
  • Scherer Manuel
Wybrane wydawnictwa
  • Packt Publishing
Rok wydania
  • 2011
Format
  • PDF
  • MOBI
  • EPUB
Ilość stron
  • 348