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ZBrush 4 Sculpting for Games电子书

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50人正在读 | 0人评论 6.2

作       者:Manuel Scherer

出  版  社:Packt Publishing

出版时间:2011-03-16

字       数:89.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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 is the book for you. This book is for all digital artists or game developers who want to create their own 3D sculptures in ZBrush. No experience with ZBrush is required – it's suitable for complete beginners and intermediate users.
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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 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

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?

SmartReSym—lifesavers 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 way—attract 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

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