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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham [UK] :
Packt Pub.,
2011.
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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.