04799nam 2200649 a 450 991045996120332120200520144314.01-283-37689-X97866133768931-84969-081-2(CKB)2670000000079328(EBL)950524(OCoLC)797916387(SSID)ssj0000520551(PQKBManifestationID)11336089(PQKBTitleCode)TC0000520551(PQKBWorkID)10514258(PQKB)10400757(MiAaPQ)EBC950524(PPN)228018447(Au-PeEL)EBL950524(CaPaEBR)ebr10457051(CaONFJC)MIL337689(EXLCZ)99267000000007932820110418d2011 uy 0engur|n|---|||||txtccrZBrush 4 sculpting for games[electronic resource] beginner's guide : sculpt machines, environments, and creatures for your game development projects /Manuel SchererOlton, Birmingham Packt Pub. Ltd.20111 online resource (348 p.)Includes index.1-84969-080-4 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 TrayTime 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 interfaceTime 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 polygonsTime 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 brushesTime for action - sculpting the upper air outletsSculpt machines, environments, and creatures for your game development projectsComputer gamesProgrammingComputer gamesDesignElectronic books.Computer gamesProgramming.Computer gamesDesign.006.6794.81686Scherer Manual889999MiAaPQMiAaPQMiAaPQBOOK9910459961203321ZBrush 4 sculpting for games1988433UNINA