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Kingslien, Ryan ZBrush Studio Projects eBook

ZBrush Studio Projects

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eBook Publisher: John Wiley & Sons
Imprint: Sybex

Format: ePub Encrypted (DRM)


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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.

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Title of Computers eBook: ZBrush Studio Projects
Release Date: 02-08-2011
Publisher: Sybex

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Parent title ZBrush Studio Projects
Encrypted (DRM) Yes
SKU 9781118067628
File size 22308
Security n/a
Printing Not allowed
Copying Not allowed
Read aloud No
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NoteExcellent navigation features are available via Adobe such as bookmarks and a quick access table of contents. Text search is easily accessible. An Adobe DRM-protected file is different than a pdf file in that it uses Adobe DRM (Digital Rights Management) technology, which authors and publishers use to protect their content from illegal online distribution and to set certain privileges such as restrictions on copying and printing.

ZBrush Studio Projects


Chapter One

Sculpting Tools and Workflow

You face two core issues when you create realistic game characters: technology and artistic ability. Five years ago the biggest problem was technology. We simply couldn't put enough polygons on the screen to get true realism. Today, artistic ability is the biggest factor limiting a 3D modeler's growth in the game industry.

The demand for realism increases with technological advances. Today, it is your ability to sculpt a face, but in two years' time realism may depend on understanding what happens to the palpebral ligament when your character is frightened.

Your artistic ability is the one constant in the equation of creating realistic characters, whether you are painting in Photoshop or sculpting in ZBrush.

The Problem of Sculpting

The central problem of sculpting, in my view, revolves around understanding the hierarchy of planes. In a life model, we are confronted with thousands of planes all calling for attention. How do we know which planes to focus on and which to ignore, at least for the moment? Figure 1.1 shows a sculpture by Jean-Baptiste Carpeaux of a woman smiling. Even with its smooth, beautiful surface, the underlying planes of its construction still shine through.

The key to working with planes is to move from the largest to the smallest. You, the artist, must create inside of your own brain a 3D model that has multiple levels of resolution. On level 1, it should have the most basic and simplistic planes. On level 5, it might have planes small enough to describe the caruncula of the eye.

The sculpture by Carpeaux reveals that the side of the

...

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