ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1
■ How to Use This Book xix

Chapter 3: Designing a Character Bust applies what you have learned about sculpt-
ing in ZBrush to an imported polygon mesh. Using a generic human head model, you’ll
sculpt two different character busts. Advanced techniques for transferring meshes to
other programs with GoZ are also explored.
Chapter 4: ZBrush for Detailing teaches you how to create high-frequency details
in ZBrush. By using alphas and strokes, you can detail a character with a realistic skin
texture.
Chapter 5: Texture Painting shows you how to paint a creature skin texture from
scratch using PolyPaint. This chapter introduces ZBrush texture applications as well as
some important color theory to assist you in texturing your own characters.
Chapter 6: ZSpheres explores ZBrush’s powerful mesh generation tool. Using basic
and advanced ZSphere techniques, you’ll create a biped base mesh.
Chapter 7: Transpose, ZSphere Rigging, Retopology, and Mesh Extraction exam-
ines the ZBrush posing tool called Transpose. In this chapter we also look at ZBrush’s
Retopology tools for generating new base meshes from existing ZTools. In addition, we
look at making accessories with Retopology tools and mesh extraction.
Chapter 8: ZBrush Movies and Photoshop Composites looks at a unique technique
of rendering multiple material passes from ZBrush and compositing them in Photoshop.
We also look at the ZBrush animation tools.
Chapter 9: Normal Maps, Displacement Maps, Maya, and Decimation Master in
Maya is an extensive look at displacement mapping with ZBrush. Techniques for export-
ing both 16- and 32-bit maps are covered. This chapter also examines how to render your
displacement map in mental ray for Maya.
Chapter 10: ZSketch and Hard-Surface Brushes covers the ZSketch tool as well as
the ZBrush hard-surface modeling tools. You’ll use ZSketch to create a gesture sculp-
ture of a figure. Next you’ll use ZSketch to create a base mesh for a ray gun, and then
refine this gun into a machined form using a selection of hard-surface brushes.

The Companion DVD

On the DVD I have included several support files for each chapter. Many exercises have
video files accompanying them. The video files were recorded using the TechSmith screen
capture codes (www.techsmith.com) and compressed with H.264 compression. The videos
included will, I hope, help further illustrate the sculptural approach I take in ZBrush. Being
able to see a tool in use can better illustrate the concepts than still images alone.
In addition to videos, I have included supplementary text materials expanding on cer-
tain concepts as well as sample meshes, materials, and brushes. The DVD includes four bonus
sections:


Bonus Content 1: Medieval Door 2.5D Illustration extends the work of Chapter 1.
If you want more practice, follow this exercise on adding more detail to the lion’s head.
This bonus section introduces ZBrush’s 2.5D tools, canvas modeling, texturing, lighting,
and materials.
Bonus Content 2: ZScripts, Macros, and Interface Customization takes a look
at ZBrush interface customization. Custom menu sets, hotkeys, and custom macros
are all examined. The chapter includes an introduction to ZScripting by guest artist
Svengali.
Free download pdf