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Zbrush 4 Sculpting For Games

Zbrush 4 Sculpting For Games

4.0 2
by Manuel Scherer

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Packt Publishing
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7.50(w) x 9.25(h) x 0.72(d)

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ZBrush 4 Sculpting for Games 4 out of 5 based on 0 ratings. 2 reviews.
Boudville More than 1 year ago
Scherer explains at some length how ZBrush version 4 lets you fairly rapidly build detailed artwork for computer games. As the book initially promises, the program suppresses much of the technical computing requirements that relate to putting together a mesh of vertices into something approximating a figure or object in your game. Many functions are embedded within ZBrush that give you as the artist the means of easily and intuitively applying a special effect to compose. One nice example is the 'Bulge', which bloats a surface. In the text this is used to expand the dominant muscles of a leg. This is done within the larger context of using free form sculpting to craft an entire character. Far nicer than grubby and tedious mucking about with polygons and vertices. Though you will probably need to explicitly deal with meshes in shaping the finer details of a character. Another concept available for use is the polygroup, which can handle mesh manipulation. The book goes into quite a few other techniques. The overall package can be quite slick when you get used to most of these methods. But a drawback of the book, and not of ZBrush, is some of the diagrams. Typically the ones I mean are screen captures of menus, where the background is dark. It becomes hard to see much of the details with this low contrast. The best figures are done against a white background. But the hard to see ones are sometimes done because the images were then edited to add white coloured rectangles or text that point to certain aspects. Graphically, it is not an easy problem, especially when the ultimate output is as hardcopy grayscale. Still, and ironically because this is after all a book on computer graphics, more effort should have been spent on improving the figures.
Anonymous More than 1 year ago