You are previewing ZBrush 4 Sculpting for Games Beginner's Guide.
O'Reilly logo
ZBrush 4 Sculpting for Games Beginner's Guide

Book Description

Sculpt machines, environments, and creatures for your game development projects

  • Fast-paced friendly guide to using ZBrush in game development

  • No prior knowledge of ZBrush required

  • Covers all aspects of sculpting for games – from developing your concept art to integrating your models with the game environment

  • Uses realistic, impressive examples throughout the book
  • In Detail

    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.

    The only book to teach you everything about the best diagramming software for the Macintosh

    Table of Contents

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