xiv ■ Contents
- Chapter 1 Sculpting, from Traditional to Digital Introduction xvii
- Gesture, Form, and Proportion
- Gesture
- Form
- Proportion
- Best Practices for Digital Sculpting
- ZBrush Interface General Overview
- Masking and Visibility Brushes
- Using the ZBrush Tools
- Creating a 2.5D Pixol Illustration
- Sculpting a Lion’s Head
- Adding Subtools
- Refining Your Model
- Finishing Your Model
- Creating a 2.5D Pixol Illustration
- Gesture, Form, and Proportion
- Chapter 2 Sculpting in ZBrush
- An Approach to Sculpting
- The Brush Menu
- The Brush Menu
- Saving Custom Brushes
- The Clay Brushes
- The Polish, Planar, and Trim Brushes
- The Écorché Approach to Sculpting
- Saving Your Work
- Sculpting the Skull
- Measuring with the Transpose Line
- Roughing in the Shape of the Skull x ■ Contents
- Mass Sculpting the Forms of the Facial
- Sculpting the Muscles
- Adding the Eyes
- Sculpting Skin and Fat on the Face
- Adding the Neck
- Sculpting the Neck Muscles
- Sculpting Ears
- Chapter 3 Designing a Character Bust
- Meshes ZBrush and Working with Imported
- Optimizing Meshes for ZBrush
- with Local Subdivision Increasing Polygon Counts
- Sculpting Importing and Preparing a Mesh for
- to Organize Your Mesh Using Polygroups
- Setting Up GoZ and Subtool Master
- Installing GoZ
- Sculpting a Character Bust
- Adding Geometry Using Mesh Insert
- Sculpting the Demon Beast Advanced Techniques:
- Adding Geometry for the Horns
- Refining the Character Bust
- Meshes ZBrush and Working with Imported
- Chapter 4 ZBrush for Detailing
- Form and Details
- Alphas
- Alphas and Strokes
- Alphas as Stencils
- ZAppLink Stencils
- Importing Images to Use as Alphas
- Sculpting Alphas in ZBrush
- Details and Layers ■ Contents xi
- Alphas and Stencils Detailing the Stingerhead with
- Geometry Sculpting Fine Details with HD
- Geometry Creating Bump Maps with HD
- Another Take on Detailing
- Chapter 5 Texture Painting
- UVs in ZBrush
- The Texture Menus
- UV Projection Texture Method
- What Is Polypainting?
- Painting a Creature Skin
- Color Theory
- Making a Custom Spray Brush
- of the Face Blocking in Temperature Zones
- Mottling Pass
- Base Color Washes
- Temperature Adjustment
- Projection Master for the Stinger
- ZAppLink
- Baking Polypaint to UV Texture Space
- ZAppLink Views
- SpotLight for Texture Painting
- Polypaint with HD
- Extracting Maps from the HD
- UV Master Plug-in
- Control Painting Tools
- Chapter 6 ZSpheres
- Introducing ZSpheres
- Drawing a Simple ZSphere Chain
- ZSpheres and Chains Moving, Scaling, and Rotating
- Building a ZSphere Biped xii ■ Contents
- Making Hands and Feet
- Adaptive Skin Controls
- Adding Edge Loops to the Head
- Introducing ZSpheres
- and Mesh Extraction Chapter 7 Transpose, ZSphere Rigging, Retopology,
- with Transpose Moving and Posing Figures
- The Action Line
- Topology Masking
- Posing a Figure
- Posable Symmetry
- Transpose Master
- Retopology
- Preparing for Retopology
- Using the Topology Tools
- Importing Topology: Three Methods
- Project All and the ZProject Brush
- Importing a Mesh Directly
- Changing Topology with GoZ
- Topology Tools Advanced Applications
- and Mesh Extraction Building Accessories with Topology Tools
- Making a Shirt with Mesh Extraction
- with ZSphere Subtools Adding Suspenders
- ZSphere Rigging
- Transpose Measuring
- with Transpose Moving and Posing Figures
- Photoshop Composites Chapter 8 ZBrush Movies and
- ZMovie
- Recording the Screen
- Turntable Animations
- Introducing the Timeline
- ZBrush to Photoshop ■ Contents xiii
- Placing the Character Setting Up the Canvas and
- Creating Render Passes
- Photoshop Compositing
- Loading the Renders as Layers
- Punching Up the Details
- Painting Eyes
- Finishing Touches
- ZMovie
- Maya, and Decimation Master Chapter 9 Normal Maps, Displacement Maps,
- What’s a Difference Map?
- Displacement Maps
- Normal Maps
- to Maya Using GoZ Exporting Directly from ZBrush
- Installing GoZ
- Exporting to Maya Using GoZ
- Displacement Maps Exporting to Maya Using
- in Maya with mental ray Rendering Displacement
- ZBrush Manually Exporting Your Model from
- UVs and Vertex Order
- Generating Displacement Maps
- Accessing Your Original Mesh Shape
- Making 16-Bit Maps
- Making 32-Bit Floating-Point Maps
- Multiple Maps per UV Region
- Displacement Menu Options
- for Use in mental ray Processing Displacement Maps
- Setting Up Your Scene for Displacement
- Displacement Renders in Maya Setting Up Single 32-Bit
- Displacement Renders in Maya Setting Up Multimap 32-Bit
- Displacement Renders in Maya Setting Up 16-Bit
- Applying Bump Maps in Maya
- Moving into Maya Common Problems When
- Troubleshooting Renders and Artifacts
- Normal Maps
- Rendering Normal Maps in Maya
- Maya Normal Map Setup
- Cavity and Ambient Occlusion Maps
- Multi Map Exporter Creating Maps Using
- Exporting with Decimation Master
- 3D Printing
- Displacement Renders in Maya Setting Up Single 32-Bit
- What’s a Difference Map?
- Chapter 10 ZSketch and Hard-Surface Brushes
- ZSketch
- Hard-Surface Sculpting
- Hard-Surface Brushes
- and Matchmaker ShadowBox, Group Loops,
- Create a Ray Gun
- Appendix About the Companion DVD
- What You’ll Find on the DVD
- Chapter Files
- Bonus PDFs
- System Requirements
- Using the DVD
- Troubleshooting
- Customer Care
- Index
- What You’ll Find on the DVD