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ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games

Book Description

Zero in on the most cutting-edge trend in creature design for film and games: ZBrush!

ZBrush allows you to develop a creature for film and games in realistic, 3D format. With this book, you will learn how to create a unique creature from start to finish and search for and repair any foreseeable problems. Clear instructions guide you through using Photoshop in combination with ZBrush to finely render a creature so you can see how it will appear on screen. Experienced ZBrush author and designer Scott Spencer shows you how to start with your concept in ZBrush as a preliminary digital model and then further refine it in Photoshop in order to fabricate a hyperrealistic image.

  • Guides you through artistic concepts to visualize your creature

  • Walks you through the process of conceptualizing a creature in ZBrush

  • Details techniques for using Photoshop to refine your design

  • Encourages you to use ZBrush as a sculpting and designing tool and then use Photoshop as a painting and finishing tool

ZBrush Creature Design helps you bring your creature concepts to life.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright
  4. Publisher's Letter
  5. Dedication
  6. Acknowledgments
  7. About the Author
    1. About the Guest Artists
  8. Introduction
    1. Who Should Read This Book
    2. What You Will Learn
    3. How to Use This Book
  9. Chapter 1: ZBrush as a Character Design Tool
    1. First Things First: Some Notes on Conceptualization
    2. Some Key Design Concepts
  10. Chapter 2: The Character Portrait: Sculpting the Alien Mystic
    1. Designing a Character Bust: Getting Started
    2. Refining the Character Bust
  11. Chapter 3: The Interdimensional Traveler: A Full Body Character Design
    1. Design Journey
    2. Establishing Your Basic Figure
    3. Refining the Head and Face
    4. Revising the Shoulders and Arms
    5. Finishing Touches and Final Passes
    6. Adaboy and the Saints of Alchemy: A Sculpted Novel by Zack Petroc
  12. Chapter 4: Posing the Interdimensional Traveler
    1. Considerations in Posing
    2. Setting Up the ZBrush Document
  13. Chapter 5: Painting the Interdimensional Traveler
    1. Adding Color and Texture with Photoshop Paintover
    2. Beyond Color: Lighting Effects
    3. Final Effects: Noise and Depth of Field
    4. Speculative Anatomy and Creature Design with Tristan Schane
  14. Chapter 6: A Biomechanical Character
    1. Creating the Cyborg Design
  15. Chapter 7: Sculpting a Mermaid Character with Dynamesh
    1. Using Visual Cues to Communicate Character
    2. Introduction to Dynamesh
    3. Creating the Figure
  16. Chapter 8: Sculpting the Forest Spirit
    1. Using Reference as Inspirational Material
    2. Sculpting the Body
    3. Sculpting the Head Shapes
    4. Refining the Face
    5. Refining the Body
    6. Analyzing the Shape Language
  17. Chapter 9: Painting the Forest Spirit
    1. Preparing the Model in ZBrush
    2. Preparing the Scene, Lighting, and Background in Maya
    3. Compositing and Painting in Photoshop
  18. Chapter 10: Rendering the Enforcer
    1. Advantages of BPR
    2. Establishing the Lighting Using LightCap
    3. Create a Skin Material
    4. Paint the Skin Highlights
    5. Image-Based Lighting
    6. Create the Look of Worn Leather
    7. Rendering Metals
    8. Create the Final Image
  19. Chapter 11: ZBrush for Digital 3-D Printing
    1. Methods of Rapid Prototyping
    2. Applications for 3-D Printing
    3. Prepare the Model for Printing
    4. Creating a Maquette
    5. Exporting the Geometry for Print
  20. Appendix: About the Companion DVD
    1. What You’ll Find on the DVD
    2. System Requirements
    3. Using the DVD
    4. Troubleshooting
    5. Customer Care
  21. Index
  22. John Wiley & Sons, Inc. End-User License Agreement
  23. Download CD/DVD content