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ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / Manuel Scherer.

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Format:
Book
Author/Creator:
Scherer, Manual.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Video games--Design.
Physical Description:
1 online resource (348 p.)
Edition:
1st ed.
Place of Publication:
Olton, Birmingham : Packt Pub. Ltd., 2011.
Language Note:
English
Biography/History:
Scherer Manuel: Manuel Scherer is a German game developer who has worked in the games industry and in the fields of visual computing. He is currently teaching real-time visualizations at the Offenbach Academy of Art and Design. Apart from his beloved work, he writes as a freelance journalist about the games industry from major events such as the Game Developers Conference Europe.
Summary:
Sculpt machines, environments, and creatures for your game development projects
Contents:
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
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
Notes:
Includes index.
ISBN:
9786613376893
9781283376891
128337689X
9781849690812
1849690812
OCLC:
797916387

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