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ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects /

This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this i...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Scherer, Manuel
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham [UK] : Packt Pub., 2011.
Colección:Learn by doing: less theory, more results
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Machine generated contents note: ch. 1 Getting Started
  • Who this book is for
  • What we will learn in this book
  • Why ZBrush?
  • How ZBrush is used in a game's 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
  • Explore ZBrush on the Web
  • Summary
  • ch. 2 Learning the Interface
  • Interface and navigation
  • Time for action
  • navigating in 3D space
  • More on the interface
  • The Tray
  • Time for action
  • using the Trays
  • Palettes
  • Trays
  • The difference between 2.5D and 3D in ZBrush
  • Time for action
  • working in 3D with "Tools"
  • The Edit mode
  • How to enter 2D, 2.5D, or 3D mode
  • Summary
  • ch. 3 Modeling a Spooky Tree with ZSpheres
  • ZSpheres workflow
  • The concept of the spooky tree
  • Time for action
  • preparing the spooky tree with ZSpheres
  • Time for action
  • starting the spooky tree with ZSpheres
  • Time for action
  • finishing the tree.
  • Note continued: Time for action
  • converting our ZSpheres into polygons
  • Summary
  • ch. 4 Adding Details to the Tree
  • The sculpting interface
  • Time for action
  • using the interface preset Sculpt01
  • Time for action
  • choosing the right material for sculpting
  • Time for action
  • using brushes
  • Controlling the brushes
  • Time for action
  • shaping the spooky tree
  • Local transformations and rotations
  • Time for action
  • isolating parts of the tree with Polygroups
  • Time for action
  • working with subdivisions
  • Finishing the sculpt
  • Time for action
  • sculpting the tree on the next level
  • Time for action
  • finishing the sculpt
  • Lazymouse
  • Summary
  • ch. 5 Texturing the Tree with Polypaint
  • What is Polypainting
  • Time for action
  • setting up our model for Polypainting
  • Time for action
  • using masks for Polypainting
  • Brushes for Polypainting
  • Time for action
  • using Auto Masking to finish the Polypainting
  • Auto Masking.
  • Note continued: Have a go hero
  • adding final shading with Ambient Occlusion
  • Summary
  • ch. 6 Adding an Environment to the Tree
  • Changing the document size to fit your screen
  • Time for action
  • setting up the canvas size
  • Adding objects with subtools
  • Time for action
  • stand your ground
  • The Transpose tool
  • Time for action
  • moving the ground floor with Transpose
  • Transpose
  • Single-sided polygons
  • Time for action
  • roughing in the hill
  • Time for action
  • creating a mushroom
  • Time for action
  • sculpting the mushroom with radial symmetry
  • Summary
  • ch. 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
  • Summary
  • ch. 8 Sci-Fi-Drone: Hard Surface Sculpting
  • Preparing the mesh for sculpting
  • Time for action
  • preparing the mesh
  • Autogroups.
  • Note continued: Subdividing for hard surface sculpting
  • Hard surface brushes
  • Time for action
  • sculpting the upper air outlets
  • Masking
  • Time for action
  • adding details to the rear exhausts
  • Alphas
  • Time for action
  • sculpting the hull
  • SmartReSym
  • lifesavers if something goes wrong
  • Time for action
  • detailing the engines
  • Layers
  • Summary
  • ch. 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
  • Tangent and object space normal maps
  • Exporting the normal map
  • Summary
  • ch. 10 Modeling a Creature with ZSketch
  • What the creature looks like
  • ZSketching a character
  • Time for action
  • creating the basic armature with ZSpheres
  • The character pose for animation
  • Time for action
  • sketching the creature with ZSketch
  • Brushes
  • ZSketch and the armature
  • Time for action
  • converting a ZSketch into sculptable polygons
  • Summary.
  • Note continued: ch. 11 Sculpting the Creature's Body
  • Adding local detail
  • Time for action
  • adding local detail where we need it
  • Time for action
  • cleaning up the Unified Skin
  • Organizing our model with polygroups
  • Time for action
  • adding polygroups manually
  • Polygroups from polypaint
  • Edge loops
  • Sculpting the body
  • Time for action
  • let's sculpt the body
  • Surface contrast
  • Hotkeys
  • Transpose and mask by topology
  • Adding props to our character
  • Time for action
  • adding the belt
  • Mesh extract
  • If things go wrong
  • Time for action
  • roughing in the fur
  • Time for action
  • refining the head with eyes and mouth
  • Adding the eyes with mirror and weld
  • Closing the mouth with layers
  • Finishing the sculpting on the body
  • Time for action
  • finishing the body
  • Summary
  • ch. 12 Sculpting Fur and Accessories
  • Creating alphas for feathers and fur
  • Time for action
  • creating an alpha for the fur.
  • Note continued: Time for action
  • sculpting the fur
  • Sculpting with alphas
  • Sculpting with symmetry
  • Erasing layer contents
  • Time for action
  • detailing the head
  • Time for action
  • sculpting the belt
  • Summary
  • ch. 13 Preparing the Creature for Games
  • Retopologizing for games
  • Time for action
  • creating an in-game mesh with retopologize
  • Polycount
  • Time for action
  • projecting the details onto the new mesh
  • Extending ZBrush with plug-ins: UV-Master
  • Time for action
  • unwrapping the creature with UV Master
  • Fine control with control painting
  • The middle way
  • attract by ambient occlusion
  • Seams, what seams?
  • Summary
  • ch. 14 Modeling the Harvester Ship
  • The Harvester
  • Time for action
  • blocking out the body of the ship
  • ShadowBox
  • Entering and exiting ShadowBox
  • Working with ShadowBox
  • Masking and clipping brushes
  • Time for action
  • starting the engines
  • Time for action
  • blocking out the smaller parts.
  • Note continued: The curve stroke type
  • The ClipCircleCenter brush and behavior
  • The undo history and subtools
  • Summary
  • ch. 15 Detailing the Harvester Ship
  • Adding detail to our ship
  • Time for action
  • detailing the engines
  • Local symmetry
  • Subtool controls
  • Moving objects along one axis with the Action Line
  • How clipping works
  • Creating the clamshell
  • Time for action
  • creating the clamshell
  • Clipping holes
  • Patterns with horizontal and vertical tiling
  • Merging subtools
  • Time for action
  • adding some defences, the turrets
  • Combining meshes with Booleans
  • Clipping with the Alt key
  • Time for action
  • finishing the main parts of the ship
  • Clipping again
  • Mirror axis
  • Summary
  • ch. 16 Finishing the Harvester Ship
  • Believability
  • Time for action
  • finishing the engines
  • Paint with grabbed geometry
  • Time for action
  • adding the final details
  • Summary
  • ch. 17 Epilogue
  • Where to go next?
  • Appendix: Pop Quiz.
  • Note continued: ch. 2 Pop quiz
  • 2D, 2.5D, and 3D mode
  • ch. 3 Pop quiz
  • the root sphere and adaptive skin preview
  • ch. 4 Pop quiz
  • materials
  • ch. 4 Pop quiz
  • brush settings
  • ch. 4 Pop quiz
  • subdivisions
  • ch. 5 Pop quiz
  • Polypainting
  • ch. 5 Pop quiz
  • masking
  • ch. 6 Pop quiz
  • subtools
  • ch. 6 Pop quiz
  • 3D primitives
  • ch. 7 Pop quiz
  • in-game meshes
  • ch. 8 Pop quiz
  • masking
  • ch. 9 Pop quiz
  • textures and Normal maps
  • ch. 10 Pop Quiz
  • ZSketching a character
  • ch. 11 Pop quiz
  • masking and Polygroups
  • ch. 12 Pop quiz
  • layers and alphas
  • ch. 13 Pop quiz
  • unwrapping and retopologizing
  • ch. 14 Pop quiz
  • shadowBox and clipping brushes
  • ch. 15 Pop quiz
  • local symmetry, clipping, and moving
  • ch. 15 Pop quiz
  • Booleans
  • ch. 16 Pop quiz
  • creating alphas from geometry.