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ZBrush Studio Projects. Realistic Game Characters
John Wiley and Sons Ltd, March 2011, Pages: 320
Tips and techniques for bringing reality and creativity to your game characters and art
As video games evolve, the bar moves ever higher for realism, one of the most challenging artistic frontiers is creating realistic human characters. In ZBrush Studio Projects: Realistic Game Characters, ZBrush expert Ryan Kingslien zeroes in on specific areas of concern for game creation: human body style, faces, skin texturing, clothing, shoes, weaponry, and putting your character into a game environment. Throughout the book Ryan offers tips and insights that provide readers with the depth and breadth they need to bring reality and creativity to their game characters and art. Projects start from the beginning, just as they do in the studio, with the author to guide you step by step through attributes and tools. Projects encompass multiple disciplines to obtain finished, professional results.Although some step by step explanations are given, projects serve more as a guide for readers to complete their own version of the project. Each project comes with support files to validate results
- Covers one of the most unique challenges for game artists -- sculpting realistic and moveable human characters for a game environment
- Brings you up to speed on ZBrush, the top digital sculpting tool used to create characters and props in such games as Rock Band and World of Warcraft
- Covers body style, faces, skin texturing, clothing, shoes, weaponry, and how to put your character into a game environment
- Provides in-depth techniques and tips for everyone from aspiring digital sculptors to high-level professional ZBrush artists
- Includes a DVD with supporting files from the projects in the book, as well as videos that illustrate concepts
Build the next game-winning action character with ZBrush and this professional guide!
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Chapter 1 Sculpting Tools and Workflow.
The Problem of Sculpting.
Our Sculpting Toolkit.
Unpacking Our Toolkit.
The Road Ahead.
Chapter 2 Sculpting the Body.
Project 1: Modeling Base Mesh in Maya.
Project 2: Bony Landmarks.
Project 3: Volume and Massing.
Project 4: Painting in the Anatomy.
Project 5: Filling in the Anatomy.
Chapter 3 The Head and the Face.
Project: Establishing the Foundation.
Project: Establishing the Eye.
Project: Establishing the Nose.
Project: Establishing the Mouth.
Project: Creating New Topology.
Chapter 4 Texturing the Head.
Project: Texture Painting by Hand.
Project: Texture Painting Approach ---2 ZAppLink.
Chapter 5 Suiting Up with Clothes.
Creating a Jacket.
Chapter 6 Building Weapons.
The Anatomy of the Weapon.
Anatomy of the Holster.
Chapter 7 Getting It Into the Game.
The Topology Spectrum.
Project: Topology - Removing Interior Polygons.
Project: Topology - Combining Parts.
Project: Adding the Holster.
Project: Topology - Decimation Master & Polypainting.
Project: In-Game Hair.
Project: Create UVs using UV Master.
Project: UVs, Topology, and the Platform.
Project: Creating Maps.
Project: Setting Up Model in Maya.
Assessing Your Topology.
Project: Importing Jacket's Reflowed Topology.
Project: Getting Model into Marmoset.
Chapter 8 Posing and Rendering in ZBrush.
Project: Finding the Pose with Mannequins.
Project: Establishing the Pose for the Body.
Project: Posing Multiple Objects.
Project: Creating the Base.
Project: Damaging the Base.
Project: Shadows and Ambient Occlusion.
Project: Using Render Passes.
Project: Plastic Maquette Material.
Project: Adding Some SSS.
Project: Timeline Turntable.
Project: Exporting a Movie.
Appendix About the Companion DVD.
What You'll Find on the DVD.
Using the DVD.
Ryan Kingslien is the founder of www.zbrushworkshops.com. He was the first product manager for ZBrush at Pixologic, where he meshed programmers and artists to help create some of the revolutionary tools in ZBrush. He also created the first industry-standard curriculum and documentation that helped bring ZBrush to companies such as ILM, Sony Pictures Imageworks, and Electronic Arts.