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Record Nr. |
UNINA9910824986503321 |
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Autore |
Scherer Manual |
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Titolo |
ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / / Manuel Scherer |
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Pubbl/distr/stampa |
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Olton, Birmingham, : Packt Pub. Ltd., 2011 |
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ISBN |
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1-283-37689-X |
9786613376893 |
1-84969-081-2 |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (348 p.) |
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Disciplina |
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Soggetti |
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Video games - Programming |
Video games - Design |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Chapter 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 TraysPalettes; 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; Chapter 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; Time for action - converting our ZSpheres into polygons; Summary; Chapter 4: Adding Details to the Tree; The sculpting interface |
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Time for action - using the interface preset Sculpt01Time 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; Chapter 5: Texturing the Tree with Polypaint; What is Polypainting? |
Time for action - setting up our model for PolypaintingTime for action - using masks for Polypainting; Brushes for Polypainting; Time for action - using Auto Masking to finish the Polypainting; Auto Masking; Have a go hero - adding final shading with Ambient Occlusion; Summary; Chapter 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 hillTime for action - creating a mushroom; Time for action - sculpting the mushroom with radial symmetry; Summary; Chapter 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; Chapter 8: Sci-Fi-Drone: Hard Surface Sculpting; Preparing the mesh for sculpting; Time for action - preparing the mesh; Autogroups; Subdividing for hard surface sculpting; Hard surface brushes |
Time for action - sculpting the upper air outlets |
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Sommario/riassunto |
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Sculpt machines, environments, and creatures for your game development projects |
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