ZBrush 4 sculpting for games :: beginner's guide : sculpt machines, environments, and creatures for your game development projects /
This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this i...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham [UK] :
Packt Pub.,
2011.
|
Schriftenreihe: | Learn by doing: less theory, more results
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this is the book for you. This book is for all digital artists or game developers who want to create their own 3D sculptures in ZBrush. No experience with ZBrush is required - it's suitable for complete beginners and intermediate users. |
Beschreibung: | 1 online resource (vi, 328 pages) : color illustrations. |
ISBN: | 9781849690812 1849690812 |
Internformat
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049 | |a MAIN | ||
100 | 1 | |a Scherer, Manuel. | |
245 | 1 | 0 | |a ZBrush 4 sculpting for games : |b beginner's guide : sculpt machines, environments, and creatures for your game development projects / |c Manuel Scherer. |
260 | |a Birmingham [UK] : |b Packt Pub., |c 2011. | ||
300 | |a 1 online resource (vi, 328 pages) : |b color illustrations. | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 0 | |a Learn by doing: less theory, more results | |
588 | 0 | |a Print version record. | |
520 | |a This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this is the book for you. This book is for all digital artists or game developers who want to create their own 3D sculptures in ZBrush. No experience with ZBrush is required - it's suitable for complete beginners and intermediate users. | ||
505 | 0 | |a Machine generated contents note: ch. 1 Getting Started -- Who this book is for -- What we will learn in this book -- Why ZBrush? -- How ZBrush is used in a game's production -- What you'll need for this book -- Terminology -- Working in the field of digital art -- The concept -- Time for action -- a short example of a concept -- Explore ZBrush on the Web -- Summary -- ch. 2 Learning the Interface -- Interface and navigation -- Time for action -- navigating in 3D space -- More on the interface -- The Tray -- Time for action -- using the Trays -- Palettes -- Trays -- The difference between 2.5D and 3D in ZBrush -- Time for action -- working in 3D with "Tools" -- The Edit mode -- How to enter 2D, 2.5D, or 3D mode -- Summary -- ch. 3 Modeling a Spooky Tree with ZSpheres -- ZSpheres workflow -- The concept of the spooky tree -- Time for action -- preparing the spooky tree with ZSpheres -- Time for action -- starting the spooky tree with ZSpheres -- Time for action -- finishing the tree. | |
505 | 0 | |a Note continued: Time for action -- converting our ZSpheres into polygons -- Summary -- ch. 4 Adding Details to the Tree -- The sculpting interface -- Time for action -- using the interface preset Sculpt01 -- Time for action -- choosing the right material for sculpting -- Time for action -- using brushes -- Controlling the brushes -- Time for action -- shaping the spooky tree -- Local transformations and rotations -- Time for action -- isolating parts of the tree with Polygroups -- Time for action -- working with subdivisions -- Finishing the sculpt -- Time for action -- sculpting the tree on the next level -- Time for action -- finishing the sculpt -- Lazymouse -- Summary -- ch. 5 Texturing the Tree with Polypaint -- What is Polypainting -- Time for action -- setting up our model for Polypainting -- Time for action -- using masks for Polypainting -- Brushes for Polypainting -- Time for action -- using Auto Masking to finish the Polypainting -- Auto Masking. | |
505 | 0 | |a Note continued: Have a go hero -- adding final shading with Ambient Occlusion -- Summary -- ch. 6 Adding an Environment to the Tree -- Changing the document size to fit your screen -- Time for action -- setting up the canvas size -- Adding objects with subtools -- Time for action -- stand your ground -- The Transpose tool -- Time for action -- moving the ground floor with Transpose -- Transpose -- Single-sided polygons -- Time for action -- roughing in the hill -- Time for action -- creating a mushroom -- Time for action -- sculpting the mushroom with radial symmetry -- Summary -- ch. 7 Modeling a Sci-Fi Drone -- Using ZBrush with other 3D applications -- In-game meshes -- less is more -- Workflows -- where to start -- Concept art -- the Pioneer Drone -- The in-game mesh -- Texture coordinates -- Summary -- ch. 8 Sci-Fi-Drone: Hard Surface Sculpting -- Preparing the mesh for sculpting -- Time for action -- preparing the mesh -- Autogroups. | |
505 | 0 | |a Note continued: Subdividing for hard surface sculpting -- Hard surface brushes -- Time for action -- sculpting the upper air outlets -- Masking -- Time for action -- adding details to the rear exhausts -- Alphas -- Time for action -- sculpting the hull -- SmartReSym -- lifesavers if something goes wrong -- Time for action -- detailing the engines -- Layers -- Summary -- ch. 9 Sci-Fi-Drone: Creating a Normal Map -- Textures in games -- Simulating details with normal maps -- Time for action -- creating a normal map for our drone -- Tangent and object space normal maps -- Exporting the normal map -- Summary -- ch. 10 Modeling a Creature with ZSketch -- What the creature looks like -- ZSketching a character -- Time for action -- creating the basic armature with ZSpheres -- The character pose for animation -- Time for action -- sketching the creature with ZSketch -- Brushes -- ZSketch and the armature -- Time for action -- converting a ZSketch into sculptable polygons -- Summary. | |
505 | 0 | |a Note continued: ch. 11 Sculpting the Creature's Body -- Adding local detail -- Time for action -- adding local detail where we need it -- Time for action -- cleaning up the Unified Skin -- Organizing our model with polygroups -- Time for action -- adding polygroups manually -- Polygroups from polypaint -- Edge loops -- Sculpting the body -- Time for action -- let's sculpt the body -- Surface contrast -- Hotkeys -- Transpose and mask by topology -- Adding props to our character -- Time for action -- adding the belt -- Mesh extract -- If things go wrong -- Time for action -- roughing in the fur -- Time for action -- refining the head with eyes and mouth -- Adding the eyes with mirror and weld -- Closing the mouth with layers -- Finishing the sculpting on the body -- Time for action -- finishing the body -- Summary -- ch. 12 Sculpting Fur and Accessories -- Creating alphas for feathers and fur -- Time for action -- creating an alpha for the fur. | |
505 | 0 | |a Note continued: Time for action -- sculpting the fur -- Sculpting with alphas -- Sculpting with symmetry -- Erasing layer contents -- Time for action -- detailing the head -- Time for action -- sculpting the belt -- Summary -- ch. 13 Preparing the Creature for Games -- Retopologizing for games -- Time for action -- creating an in-game mesh with retopologize -- Polycount -- Time for action -- projecting the details onto the new mesh -- Extending ZBrush with plug-ins: UV-Master -- Time for action -- unwrapping the creature with UV Master -- Fine control with control painting -- The middle way -- attract by ambient occlusion -- Seams, what seams? -- Summary -- ch. 14 Modeling the Harvester Ship -- The Harvester -- Time for action -- blocking out the body of the ship -- ShadowBox -- Entering and exiting ShadowBox -- Working with ShadowBox -- Masking and clipping brushes -- Time for action -- starting the engines -- Time for action -- blocking out the smaller parts. | |
505 | 0 | |a Note continued: The curve stroke type -- The ClipCircleCenter brush and behavior -- The undo history and subtools -- Summary -- ch. 15 Detailing the Harvester Ship -- Adding detail to our ship -- Time for action -- detailing the engines -- Local symmetry -- Subtool controls -- Moving objects along one axis with the Action Line -- How clipping works -- Creating the clamshell -- Time for action -- creating the clamshell -- Clipping holes -- Patterns with horizontal and vertical tiling -- Merging subtools -- Time for action -- adding some defences, the turrets -- Combining meshes with Booleans -- Clipping with the Alt key -- Time for action -- finishing the main parts of the ship -- Clipping again -- Mirror axis -- Summary -- ch. 16 Finishing the Harvester Ship -- Believability -- Time for action -- finishing the engines -- Paint with grabbed geometry -- Time for action -- adding the final details -- Summary -- ch. 17 Epilogue -- Where to go next? -- Appendix: Pop Quiz. | |
505 | 0 | |a Note continued: ch. 2 Pop quiz -- 2D, 2.5D, and 3D mode -- ch. 3 Pop quiz -- the root sphere and adaptive skin preview -- ch. 4 Pop quiz -- materials -- ch. 4 Pop quiz -- brush settings -- ch. 4 Pop quiz -- subdivisions -- ch. 5 Pop quiz -- Polypainting -- ch. 5 Pop quiz -- masking -- ch. 6 Pop quiz -- subtools -- ch. 6 Pop quiz -- 3D primitives -- ch. 7 Pop quiz -- in-game meshes -- ch. 8 Pop quiz -- masking -- ch. 9 Pop quiz -- textures and Normal maps -- ch. 10 Pop Quiz -- ZSketching a character -- ch. 11 Pop quiz -- masking and Polygroups -- ch. 12 Pop quiz -- layers and alphas -- ch. 13 Pop quiz -- unwrapping and retopologizing -- ch. 14 Pop quiz -- shadowBox and clipping brushes -- ch. 15 Pop quiz -- local symmetry, clipping, and moving -- ch. 15 Pop quiz -- Booleans -- ch. 16 Pop quiz -- creating alphas from geometry. | |
630 | 0 | 0 | |a ZBrush. |0 http://id.loc.gov/authorities/names/n2008012833 |
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adam_text | |
any_adam_object | |
author | Scherer, Manuel |
author_facet | Scherer, Manuel |
author_role | |
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callnumber-raw | T385 .S35 2011eb |
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contents | Machine generated contents note: ch. 1 Getting Started -- Who this book is for -- What we will learn in this book -- Why ZBrush? -- How ZBrush is used in a game's production -- What you'll need for this book -- Terminology -- Working in the field of digital art -- The concept -- Time for action -- a short example of a concept -- Explore ZBrush on the Web -- Summary -- ch. 2 Learning the Interface -- Interface and navigation -- Time for action -- navigating in 3D space -- More on the interface -- The Tray -- Time for action -- using the Trays -- Palettes -- Trays -- The difference between 2.5D and 3D in ZBrush -- Time for action -- working in 3D with "Tools" -- The Edit mode -- How to enter 2D, 2.5D, or 3D mode -- Summary -- ch. 3 Modeling a Spooky Tree with ZSpheres -- ZSpheres workflow -- The concept of the spooky tree -- Time for action -- preparing the spooky tree with ZSpheres -- Time for action -- starting the spooky tree with ZSpheres -- Time for action -- finishing the tree. Note continued: Time for action -- converting our ZSpheres into polygons -- Summary -- ch. 4 Adding Details to the Tree -- The sculpting interface -- Time for action -- using the interface preset Sculpt01 -- Time for action -- choosing the right material for sculpting -- Time for action -- using brushes -- Controlling the brushes -- Time for action -- shaping the spooky tree -- Local transformations and rotations -- Time for action -- isolating parts of the tree with Polygroups -- Time for action -- working with subdivisions -- Finishing the sculpt -- Time for action -- sculpting the tree on the next level -- Time for action -- finishing the sculpt -- Lazymouse -- Summary -- ch. 5 Texturing the Tree with Polypaint -- What is Polypainting -- Time for action -- setting up our model for Polypainting -- Time for action -- using masks for Polypainting -- Brushes for Polypainting -- Time for action -- using Auto Masking to finish the Polypainting -- Auto Masking. Note continued: Have a go hero -- adding final shading with Ambient Occlusion -- Summary -- ch. 6 Adding an Environment to the Tree -- Changing the document size to fit your screen -- Time for action -- setting up the canvas size -- Adding objects with subtools -- Time for action -- stand your ground -- The Transpose tool -- Time for action -- moving the ground floor with Transpose -- Transpose -- Single-sided polygons -- Time for action -- roughing in the hill -- Time for action -- creating a mushroom -- Time for action -- sculpting the mushroom with radial symmetry -- Summary -- ch. 7 Modeling a Sci-Fi Drone -- Using ZBrush with other 3D applications -- In-game meshes -- less is more -- Workflows -- where to start -- Concept art -- the Pioneer Drone -- The in-game mesh -- Texture coordinates -- Summary -- ch. 8 Sci-Fi-Drone: Hard Surface Sculpting -- Preparing the mesh for sculpting -- Time for action -- preparing the mesh -- Autogroups. Note continued: Subdividing for hard surface sculpting -- Hard surface brushes -- Time for action -- sculpting the upper air outlets -- Masking -- Time for action -- adding details to the rear exhausts -- Alphas -- Time for action -- sculpting the hull -- SmartReSym -- lifesavers if something goes wrong -- Time for action -- detailing the engines -- Layers -- Summary -- ch. 9 Sci-Fi-Drone: Creating a Normal Map -- Textures in games -- Simulating details with normal maps -- Time for action -- creating a normal map for our drone -- Tangent and object space normal maps -- Exporting the normal map -- Summary -- ch. 10 Modeling a Creature with ZSketch -- What the creature looks like -- ZSketching a character -- Time for action -- creating the basic armature with ZSpheres -- The character pose for animation -- Time for action -- sketching the creature with ZSketch -- Brushes -- ZSketch and the armature -- Time for action -- converting a ZSketch into sculptable polygons -- Summary. Note continued: ch. 11 Sculpting the Creature's Body -- Adding local detail -- Time for action -- adding local detail where we need it -- Time for action -- cleaning up the Unified Skin -- Organizing our model with polygroups -- Time for action -- adding polygroups manually -- Polygroups from polypaint -- Edge loops -- Sculpting the body -- Time for action -- let's sculpt the body -- Surface contrast -- Hotkeys -- Transpose and mask by topology -- Adding props to our character -- Time for action -- adding the belt -- Mesh extract -- If things go wrong -- Time for action -- roughing in the fur -- Time for action -- refining the head with eyes and mouth -- Adding the eyes with mirror and weld -- Closing the mouth with layers -- Finishing the sculpting on the body -- Time for action -- finishing the body -- Summary -- ch. 12 Sculpting Fur and Accessories -- Creating alphas for feathers and fur -- Time for action -- creating an alpha for the fur. Note continued: Time for action -- sculpting the fur -- Sculpting with alphas -- Sculpting with symmetry -- Erasing layer contents -- Time for action -- detailing the head -- Time for action -- sculpting the belt -- Summary -- ch. 13 Preparing the Creature for Games -- Retopologizing for games -- Time for action -- creating an in-game mesh with retopologize -- Polycount -- Time for action -- projecting the details onto the new mesh -- Extending ZBrush with plug-ins: UV-Master -- Time for action -- unwrapping the creature with UV Master -- Fine control with control painting -- The middle way -- attract by ambient occlusion -- Seams, what seams? -- Summary -- ch. 14 Modeling the Harvester Ship -- The Harvester -- Time for action -- blocking out the body of the ship -- ShadowBox -- Entering and exiting ShadowBox -- Working with ShadowBox -- Masking and clipping brushes -- Time for action -- starting the engines -- Time for action -- blocking out the smaller parts. Note continued: The curve stroke type -- The ClipCircleCenter brush and behavior -- The undo history and subtools -- Summary -- ch. 15 Detailing the Harvester Ship -- Adding detail to our ship -- Time for action -- detailing the engines -- Local symmetry -- Subtool controls -- Moving objects along one axis with the Action Line -- How clipping works -- Creating the clamshell -- Time for action -- creating the clamshell -- Clipping holes -- Patterns with horizontal and vertical tiling -- Merging subtools -- Time for action -- adding some defences, the turrets -- Combining meshes with Booleans -- Clipping with the Alt key -- Time for action -- finishing the main parts of the ship -- Clipping again -- Mirror axis -- Summary -- ch. 16 Finishing the Harvester Ship -- Believability -- Time for action -- finishing the engines -- Paint with grabbed geometry -- Time for action -- adding the final details -- Summary -- ch. 17 Epilogue -- Where to go next? -- Appendix: Pop Quiz. Note continued: ch. 2 Pop quiz -- 2D, 2.5D, and 3D mode -- ch. 3 Pop quiz -- the root sphere and adaptive skin preview -- ch. 4 Pop quiz -- materials -- ch. 4 Pop quiz -- brush settings -- ch. 4 Pop quiz -- subdivisions -- ch. 5 Pop quiz -- Polypainting -- ch. 5 Pop quiz -- masking -- ch. 6 Pop quiz -- subtools -- ch. 6 Pop quiz -- 3D primitives -- ch. 7 Pop quiz -- in-game meshes -- ch. 8 Pop quiz -- masking -- ch. 9 Pop quiz -- textures and Normal maps -- ch. 10 Pop Quiz -- ZSketching a character -- ch. 11 Pop quiz -- masking and Polygroups -- ch. 12 Pop quiz -- layers and alphas -- ch. 13 Pop quiz -- unwrapping and retopologizing -- ch. 14 Pop quiz -- shadowBox and clipping brushes -- ch. 15 Pop quiz -- local symmetry, clipping, and moving -- ch. 15 Pop quiz -- Booleans -- ch. 16 Pop quiz -- creating alphas from geometry. |
ctrlnum | (OCoLC)712293406 |
dewey-full | 006.6/93 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/93 |
dewey-search | 006.6/93 |
dewey-sort | 16.6 293 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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code="a">T385</subfield><subfield code="b">.S35 2011eb</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">COM</subfield><subfield code="x">012050</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">PHO</subfield><subfield code="x">024000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">TEC</subfield><subfield code="x">015000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">COM</subfield><subfield code="x">087020</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="7" ind2=" "><subfield code="a">006.6/93</subfield><subfield code="2">22</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">MAIN</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Scherer, Manuel.</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">ZBrush 4 sculpting for games :</subfield><subfield code="b">beginner's guide : sculpt machines, environments, and creatures for your game development projects /</subfield><subfield code="c">Manuel Scherer.</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="a">Birmingham [UK] :</subfield><subfield code="b">Packt Pub.,</subfield><subfield code="c">2011.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (vi, 328 pages) :</subfield><subfield code="b">color illustrations.</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">Learn by doing: less theory, more results</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Print version record.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this is the book for you. This book is for all digital artists or game developers who want to create their own 3D sculptures in ZBrush. No experience with ZBrush is required - it's suitable for complete beginners and intermediate users.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Machine generated contents note: ch. 1 Getting Started -- Who this book is for -- What we will learn in this book -- Why ZBrush? -- How ZBrush is used in a game's production -- What you'll need for this book -- Terminology -- Working in the field of digital art -- The concept -- Time for action -- a short example of a concept -- Explore ZBrush on the Web -- Summary -- ch. 2 Learning the Interface -- Interface and navigation -- Time for action -- navigating in 3D space -- More on the interface -- The Tray -- Time for action -- using the Trays -- Palettes -- Trays -- The difference between 2.5D and 3D in ZBrush -- Time for action -- working in 3D with "Tools" -- The Edit mode -- How to enter 2D, 2.5D, or 3D mode -- Summary -- ch. 3 Modeling a Spooky Tree with ZSpheres -- ZSpheres workflow -- The concept of the spooky tree -- Time for action -- preparing the spooky tree with ZSpheres -- Time for action -- starting the spooky tree with ZSpheres -- Time for action -- finishing the tree.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: Time for action -- converting our ZSpheres into polygons -- Summary -- ch. 4 Adding Details to the Tree -- The sculpting interface -- Time for action -- using the interface preset Sculpt01 -- Time for action -- choosing the right material for sculpting -- Time for action -- using brushes -- Controlling the brushes -- Time for action -- shaping the spooky tree -- Local transformations and rotations -- Time for action -- isolating parts of the tree with Polygroups -- Time for action -- working with subdivisions -- Finishing the sculpt -- Time for action -- sculpting the tree on the next level -- Time for action -- finishing the sculpt -- Lazymouse -- Summary -- ch. 5 Texturing the Tree with Polypaint -- What is Polypainting -- Time for action -- setting up our model for Polypainting -- Time for action -- using masks for Polypainting -- Brushes for Polypainting -- Time for action -- using Auto Masking to finish the Polypainting -- Auto Masking.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: Have a go hero -- adding final shading with Ambient Occlusion -- Summary -- ch. 6 Adding an Environment to the Tree -- Changing the document size to fit your screen -- Time for action -- setting up the canvas size -- Adding objects with subtools -- Time for action -- stand your ground -- The Transpose tool -- Time for action -- moving the ground floor with Transpose -- Transpose -- Single-sided polygons -- Time for action -- roughing in the hill -- Time for action -- creating a mushroom -- Time for action -- sculpting the mushroom with radial symmetry -- Summary -- ch. 7 Modeling a Sci-Fi Drone -- Using ZBrush with other 3D applications -- In-game meshes -- less is more -- Workflows -- where to start -- Concept art -- the Pioneer Drone -- The in-game mesh -- Texture coordinates -- Summary -- ch. 8 Sci-Fi-Drone: Hard Surface Sculpting -- Preparing the mesh for sculpting -- Time for action -- preparing the mesh -- Autogroups.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: Subdividing for hard surface sculpting -- Hard surface brushes -- Time for action -- sculpting the upper air outlets -- Masking -- Time for action -- adding details to the rear exhausts -- Alphas -- Time for action -- sculpting the hull -- SmartReSym -- lifesavers if something goes wrong -- Time for action -- detailing the engines -- Layers -- Summary -- ch. 9 Sci-Fi-Drone: Creating a Normal Map -- Textures in games -- Simulating details with normal maps -- Time for action -- creating a normal map for our drone -- Tangent and object space normal maps -- Exporting the normal map -- Summary -- ch. 10 Modeling a Creature with ZSketch -- What the creature looks like -- ZSketching a character -- Time for action -- creating the basic armature with ZSpheres -- The character pose for animation -- Time for action -- sketching the creature with ZSketch -- Brushes -- ZSketch and the armature -- Time for action -- converting a ZSketch into sculptable polygons -- Summary.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: ch. 11 Sculpting the Creature's Body -- Adding local detail -- Time for action -- adding local detail where we need it -- Time for action -- cleaning up the Unified Skin -- Organizing our model with polygroups -- Time for action -- adding polygroups manually -- Polygroups from polypaint -- Edge loops -- Sculpting the body -- Time for action -- let's sculpt the body -- Surface contrast -- Hotkeys -- Transpose and mask by topology -- Adding props to our character -- Time for action -- adding the belt -- Mesh extract -- If things go wrong -- Time for action -- roughing in the fur -- Time for action -- refining the head with eyes and mouth -- Adding the eyes with mirror and weld -- Closing the mouth with layers -- Finishing the sculpting on the body -- Time for action -- finishing the body -- Summary -- ch. 12 Sculpting Fur and Accessories -- Creating alphas for feathers and fur -- Time for action -- creating an alpha for the fur.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: Time for action -- sculpting the fur -- Sculpting with alphas -- Sculpting with symmetry -- Erasing layer contents -- Time for action -- detailing the head -- Time for action -- sculpting the belt -- Summary -- ch. 13 Preparing the Creature for Games -- Retopologizing for games -- Time for action -- creating an in-game mesh with retopologize -- Polycount -- Time for action -- projecting the details onto the new mesh -- Extending ZBrush with plug-ins: UV-Master -- Time for action -- unwrapping the creature with UV Master -- Fine control with control painting -- The middle way -- attract by ambient occlusion -- Seams, what seams? -- Summary -- ch. 14 Modeling the Harvester Ship -- The Harvester -- Time for action -- blocking out the body of the ship -- ShadowBox -- Entering and exiting ShadowBox -- Working with ShadowBox -- Masking and clipping brushes -- Time for action -- starting the engines -- Time for action -- blocking out the smaller parts.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: The curve stroke type -- The ClipCircleCenter brush and behavior -- The undo history and subtools -- Summary -- ch. 15 Detailing the Harvester Ship -- Adding detail to our ship -- Time for action -- detailing the engines -- Local symmetry -- Subtool controls -- Moving objects along one axis with the Action Line -- How clipping works -- Creating the clamshell -- Time for action -- creating the clamshell -- Clipping holes -- Patterns with horizontal and vertical tiling -- Merging subtools -- Time for action -- adding some defences, the turrets -- Combining meshes with Booleans -- Clipping with the Alt key -- Time for action -- finishing the main parts of the ship -- Clipping again -- Mirror axis -- Summary -- ch. 16 Finishing the Harvester Ship -- Believability -- Time for action -- finishing the engines -- Paint with grabbed geometry -- Time for action -- adding the final details -- Summary -- ch. 17 Epilogue -- Where to go next? -- Appendix: Pop Quiz.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Note continued: ch. 2 Pop quiz -- 2D, 2.5D, and 3D mode -- ch. 3 Pop quiz -- the root sphere and adaptive skin preview -- ch. 4 Pop quiz -- materials -- ch. 4 Pop quiz -- brush settings -- ch. 4 Pop quiz -- subdivisions -- ch. 5 Pop quiz -- Polypainting -- ch. 5 Pop quiz -- masking -- ch. 6 Pop quiz -- subtools -- ch. 6 Pop quiz -- 3D primitives -- ch. 7 Pop quiz -- in-game meshes -- ch. 8 Pop quiz -- masking -- ch. 9 Pop quiz -- textures and Normal maps -- ch. 10 Pop Quiz -- ZSketching a character -- ch. 11 Pop quiz -- masking and Polygroups -- ch. 12 Pop quiz -- layers and alphas -- ch. 13 Pop quiz -- unwrapping and retopologizing -- ch. 14 Pop quiz -- shadowBox and clipping brushes -- ch. 15 Pop quiz -- local symmetry, clipping, and moving -- ch. 15 Pop quiz -- Booleans -- ch. 16 Pop quiz -- creating alphas from geometry.</subfield></datafield><datafield tag="630" ind1="0" ind2="0"><subfield code="a">ZBrush.</subfield><subfield code="0">http://id.loc.gov/authorities/names/n2008012833</subfield></datafield><datafield tag="630" ind1="0" ind2="7"><subfield code="a">ZBrush.</subfield><subfield code="2">blmlsh</subfield></datafield><datafield tag="630" ind1="0" ind2="7"><subfield code="a">ZBrush</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Computer graphics.</subfield></datafield><datafield tag="650" ind1=" " 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id | ZDB-4-EBA-ocn712293406 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:17:46Z |
institution | BVB |
isbn | 9781849690812 1849690812 |
language | English |
oclc_num | 712293406 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (vi, 328 pages) : color illustrations. |
psigel | ZDB-4-EBA |
publishDate | 2011 |
publishDateSearch | 2011 |
publishDateSort | 2011 |
publisher | Packt Pub., |
record_format | marc |
series2 | Learn by doing: less theory, more results |
spelling | Scherer, Manuel. ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / Manuel Scherer. Birmingham [UK] : Packt Pub., 2011. 1 online resource (vi, 328 pages) : color illustrations. text txt rdacontent computer c rdamedia online resource cr rdacarrier Learn by doing: less theory, more results Print version record. This guidebook is built around four complex example projects with clear step-by-step instructions followed by useful explanation, advice, and handy reference material. It is richly illustrated with a friendly, informal writing style. If you want to get started fast using ZBrush for games then this is the book for you. This book is for all digital artists or game developers who want to create their own 3D sculptures in ZBrush. No experience with ZBrush is required - it's suitable for complete beginners and intermediate users. Machine generated contents note: ch. 1 Getting Started -- Who this book is for -- What we will learn in this book -- Why ZBrush? -- How ZBrush is used in a game's production -- What you'll need for this book -- Terminology -- Working in the field of digital art -- The concept -- Time for action -- a short example of a concept -- Explore ZBrush on the Web -- Summary -- ch. 2 Learning the Interface -- Interface and navigation -- Time for action -- navigating in 3D space -- More on the interface -- The Tray -- Time for action -- using the Trays -- Palettes -- Trays -- The difference between 2.5D and 3D in ZBrush -- Time for action -- working in 3D with "Tools" -- The Edit mode -- How to enter 2D, 2.5D, or 3D mode -- Summary -- ch. 3 Modeling a Spooky Tree with ZSpheres -- ZSpheres workflow -- The concept of the spooky tree -- Time for action -- preparing the spooky tree with ZSpheres -- Time for action -- starting the spooky tree with ZSpheres -- Time for action -- finishing the tree. Note continued: Time for action -- converting our ZSpheres into polygons -- Summary -- ch. 4 Adding Details to the Tree -- The sculpting interface -- Time for action -- using the interface preset Sculpt01 -- Time for action -- choosing the right material for sculpting -- Time for action -- using brushes -- Controlling the brushes -- Time for action -- shaping the spooky tree -- Local transformations and rotations -- Time for action -- isolating parts of the tree with Polygroups -- Time for action -- working with subdivisions -- Finishing the sculpt -- Time for action -- sculpting the tree on the next level -- Time for action -- finishing the sculpt -- Lazymouse -- Summary -- ch. 5 Texturing the Tree with Polypaint -- What is Polypainting -- Time for action -- setting up our model for Polypainting -- Time for action -- using masks for Polypainting -- Brushes for Polypainting -- Time for action -- using Auto Masking to finish the Polypainting -- Auto Masking. Note continued: Have a go hero -- adding final shading with Ambient Occlusion -- Summary -- ch. 6 Adding an Environment to the Tree -- Changing the document size to fit your screen -- Time for action -- setting up the canvas size -- Adding objects with subtools -- Time for action -- stand your ground -- The Transpose tool -- Time for action -- moving the ground floor with Transpose -- Transpose -- Single-sided polygons -- Time for action -- roughing in the hill -- Time for action -- creating a mushroom -- Time for action -- sculpting the mushroom with radial symmetry -- Summary -- ch. 7 Modeling a Sci-Fi Drone -- Using ZBrush with other 3D applications -- In-game meshes -- less is more -- Workflows -- where to start -- Concept art -- the Pioneer Drone -- The in-game mesh -- Texture coordinates -- Summary -- ch. 8 Sci-Fi-Drone: Hard Surface Sculpting -- Preparing the mesh for sculpting -- Time for action -- preparing the mesh -- Autogroups. Note continued: Subdividing for hard surface sculpting -- Hard surface brushes -- Time for action -- sculpting the upper air outlets -- Masking -- Time for action -- adding details to the rear exhausts -- Alphas -- Time for action -- sculpting the hull -- SmartReSym -- lifesavers if something goes wrong -- Time for action -- detailing the engines -- Layers -- Summary -- ch. 9 Sci-Fi-Drone: Creating a Normal Map -- Textures in games -- Simulating details with normal maps -- Time for action -- creating a normal map for our drone -- Tangent and object space normal maps -- Exporting the normal map -- Summary -- ch. 10 Modeling a Creature with ZSketch -- What the creature looks like -- ZSketching a character -- Time for action -- creating the basic armature with ZSpheres -- The character pose for animation -- Time for action -- sketching the creature with ZSketch -- Brushes -- ZSketch and the armature -- Time for action -- converting a ZSketch into sculptable polygons -- Summary. Note continued: ch. 11 Sculpting the Creature's Body -- Adding local detail -- Time for action -- adding local detail where we need it -- Time for action -- cleaning up the Unified Skin -- Organizing our model with polygroups -- Time for action -- adding polygroups manually -- Polygroups from polypaint -- Edge loops -- Sculpting the body -- Time for action -- let's sculpt the body -- Surface contrast -- Hotkeys -- Transpose and mask by topology -- Adding props to our character -- Time for action -- adding the belt -- Mesh extract -- If things go wrong -- Time for action -- roughing in the fur -- Time for action -- refining the head with eyes and mouth -- Adding the eyes with mirror and weld -- Closing the mouth with layers -- Finishing the sculpting on the body -- Time for action -- finishing the body -- Summary -- ch. 12 Sculpting Fur and Accessories -- Creating alphas for feathers and fur -- Time for action -- creating an alpha for the fur. Note continued: Time for action -- sculpting the fur -- Sculpting with alphas -- Sculpting with symmetry -- Erasing layer contents -- Time for action -- detailing the head -- Time for action -- sculpting the belt -- Summary -- ch. 13 Preparing the Creature for Games -- Retopologizing for games -- Time for action -- creating an in-game mesh with retopologize -- Polycount -- Time for action -- projecting the details onto the new mesh -- Extending ZBrush with plug-ins: UV-Master -- Time for action -- unwrapping the creature with UV Master -- Fine control with control painting -- The middle way -- attract by ambient occlusion -- Seams, what seams? -- Summary -- ch. 14 Modeling the Harvester Ship -- The Harvester -- Time for action -- blocking out the body of the ship -- ShadowBox -- Entering and exiting ShadowBox -- Working with ShadowBox -- Masking and clipping brushes -- Time for action -- starting the engines -- Time for action -- blocking out the smaller parts. Note continued: The curve stroke type -- The ClipCircleCenter brush and behavior -- The undo history and subtools -- Summary -- ch. 15 Detailing the Harvester Ship -- Adding detail to our ship -- Time for action -- detailing the engines -- Local symmetry -- Subtool controls -- Moving objects along one axis with the Action Line -- How clipping works -- Creating the clamshell -- Time for action -- creating the clamshell -- Clipping holes -- Patterns with horizontal and vertical tiling -- Merging subtools -- Time for action -- adding some defences, the turrets -- Combining meshes with Booleans -- Clipping with the Alt key -- Time for action -- finishing the main parts of the ship -- Clipping again -- Mirror axis -- Summary -- ch. 16 Finishing the Harvester Ship -- Believability -- Time for action -- finishing the engines -- Paint with grabbed geometry -- Time for action -- adding the final details -- Summary -- ch. 17 Epilogue -- Where to go next? -- Appendix: Pop Quiz. Note continued: ch. 2 Pop quiz -- 2D, 2.5D, and 3D mode -- ch. 3 Pop quiz -- the root sphere and adaptive skin preview -- ch. 4 Pop quiz -- materials -- ch. 4 Pop quiz -- brush settings -- ch. 4 Pop quiz -- subdivisions -- ch. 5 Pop quiz -- Polypainting -- ch. 5 Pop quiz -- masking -- ch. 6 Pop quiz -- subtools -- ch. 6 Pop quiz -- 3D primitives -- ch. 7 Pop quiz -- in-game meshes -- ch. 8 Pop quiz -- masking -- ch. 9 Pop quiz -- textures and Normal maps -- ch. 10 Pop Quiz -- ZSketching a character -- ch. 11 Pop quiz -- masking and Polygroups -- ch. 12 Pop quiz -- layers and alphas -- ch. 13 Pop quiz -- unwrapping and retopologizing -- ch. 14 Pop quiz -- shadowBox and clipping brushes -- ch. 15 Pop quiz -- local symmetry, clipping, and moving -- ch. 15 Pop quiz -- Booleans -- ch. 16 Pop quiz -- creating alphas from geometry. ZBrush. http://id.loc.gov/authorities/names/n2008012833 ZBrush. blmlsh ZBrush fast Computer graphics. Computer art Computer programs. Infographie. computer graphics. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Computer art Computer programs fast Computer graphics fast has work: ZBrush 4 sculpting for games (Text) https://id.oclc.org/worldcat/entity/E39PCY3MXpDXPp7Hhqqf6Rp7BK https://id.oclc.org/worldcat/ontology/hasWork Print version: Scherer, Manuel. ZBrush 4 sculpting for games. Birmingham, [UK] : Packt Pub., 2011 9781849690805 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=360857 Volltext |
spellingShingle | Scherer, Manuel ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / Machine generated contents note: ch. 1 Getting Started -- Who this book is for -- What we will learn in this book -- Why ZBrush? -- How ZBrush is used in a game's production -- What you'll need for this book -- Terminology -- Working in the field of digital art -- The concept -- Time for action -- a short example of a concept -- Explore ZBrush on the Web -- Summary -- ch. 2 Learning the Interface -- Interface and navigation -- Time for action -- navigating in 3D space -- More on the interface -- The Tray -- Time for action -- using the Trays -- Palettes -- Trays -- The difference between 2.5D and 3D in ZBrush -- Time for action -- working in 3D with "Tools" -- The Edit mode -- How to enter 2D, 2.5D, or 3D mode -- Summary -- ch. 3 Modeling a Spooky Tree with ZSpheres -- ZSpheres workflow -- The concept of the spooky tree -- Time for action -- preparing the spooky tree with ZSpheres -- Time for action -- starting the spooky tree with ZSpheres -- Time for action -- finishing the tree. Note continued: Time for action -- converting our ZSpheres into polygons -- Summary -- ch. 4 Adding Details to the Tree -- The sculpting interface -- Time for action -- using the interface preset Sculpt01 -- Time for action -- choosing the right material for sculpting -- Time for action -- using brushes -- Controlling the brushes -- Time for action -- shaping the spooky tree -- Local transformations and rotations -- Time for action -- isolating parts of the tree with Polygroups -- Time for action -- working with subdivisions -- Finishing the sculpt -- Time for action -- sculpting the tree on the next level -- Time for action -- finishing the sculpt -- Lazymouse -- Summary -- ch. 5 Texturing the Tree with Polypaint -- What is Polypainting -- Time for action -- setting up our model for Polypainting -- Time for action -- using masks for Polypainting -- Brushes for Polypainting -- Time for action -- using Auto Masking to finish the Polypainting -- Auto Masking. Note continued: Have a go hero -- adding final shading with Ambient Occlusion -- Summary -- ch. 6 Adding an Environment to the Tree -- Changing the document size to fit your screen -- Time for action -- setting up the canvas size -- Adding objects with subtools -- Time for action -- stand your ground -- The Transpose tool -- Time for action -- moving the ground floor with Transpose -- Transpose -- Single-sided polygons -- Time for action -- roughing in the hill -- Time for action -- creating a mushroom -- Time for action -- sculpting the mushroom with radial symmetry -- Summary -- ch. 7 Modeling a Sci-Fi Drone -- Using ZBrush with other 3D applications -- In-game meshes -- less is more -- Workflows -- where to start -- Concept art -- the Pioneer Drone -- The in-game mesh -- Texture coordinates -- Summary -- ch. 8 Sci-Fi-Drone: Hard Surface Sculpting -- Preparing the mesh for sculpting -- Time for action -- preparing the mesh -- Autogroups. Note continued: Subdividing for hard surface sculpting -- Hard surface brushes -- Time for action -- sculpting the upper air outlets -- Masking -- Time for action -- adding details to the rear exhausts -- Alphas -- Time for action -- sculpting the hull -- SmartReSym -- lifesavers if something goes wrong -- Time for action -- detailing the engines -- Layers -- Summary -- ch. 9 Sci-Fi-Drone: Creating a Normal Map -- Textures in games -- Simulating details with normal maps -- Time for action -- creating a normal map for our drone -- Tangent and object space normal maps -- Exporting the normal map -- Summary -- ch. 10 Modeling a Creature with ZSketch -- What the creature looks like -- ZSketching a character -- Time for action -- creating the basic armature with ZSpheres -- The character pose for animation -- Time for action -- sketching the creature with ZSketch -- Brushes -- ZSketch and the armature -- Time for action -- converting a ZSketch into sculptable polygons -- Summary. Note continued: ch. 11 Sculpting the Creature's Body -- Adding local detail -- Time for action -- adding local detail where we need it -- Time for action -- cleaning up the Unified Skin -- Organizing our model with polygroups -- Time for action -- adding polygroups manually -- Polygroups from polypaint -- Edge loops -- Sculpting the body -- Time for action -- let's sculpt the body -- Surface contrast -- Hotkeys -- Transpose and mask by topology -- Adding props to our character -- Time for action -- adding the belt -- Mesh extract -- If things go wrong -- Time for action -- roughing in the fur -- Time for action -- refining the head with eyes and mouth -- Adding the eyes with mirror and weld -- Closing the mouth with layers -- Finishing the sculpting on the body -- Time for action -- finishing the body -- Summary -- ch. 12 Sculpting Fur and Accessories -- Creating alphas for feathers and fur -- Time for action -- creating an alpha for the fur. Note continued: Time for action -- sculpting the fur -- Sculpting with alphas -- Sculpting with symmetry -- Erasing layer contents -- Time for action -- detailing the head -- Time for action -- sculpting the belt -- Summary -- ch. 13 Preparing the Creature for Games -- Retopologizing for games -- Time for action -- creating an in-game mesh with retopologize -- Polycount -- Time for action -- projecting the details onto the new mesh -- Extending ZBrush with plug-ins: UV-Master -- Time for action -- unwrapping the creature with UV Master -- Fine control with control painting -- The middle way -- attract by ambient occlusion -- Seams, what seams? -- Summary -- ch. 14 Modeling the Harvester Ship -- The Harvester -- Time for action -- blocking out the body of the ship -- ShadowBox -- Entering and exiting ShadowBox -- Working with ShadowBox -- Masking and clipping brushes -- Time for action -- starting the engines -- Time for action -- blocking out the smaller parts. Note continued: The curve stroke type -- The ClipCircleCenter brush and behavior -- The undo history and subtools -- Summary -- ch. 15 Detailing the Harvester Ship -- Adding detail to our ship -- Time for action -- detailing the engines -- Local symmetry -- Subtool controls -- Moving objects along one axis with the Action Line -- How clipping works -- Creating the clamshell -- Time for action -- creating the clamshell -- Clipping holes -- Patterns with horizontal and vertical tiling -- Merging subtools -- Time for action -- adding some defences, the turrets -- Combining meshes with Booleans -- Clipping with the Alt key -- Time for action -- finishing the main parts of the ship -- Clipping again -- Mirror axis -- Summary -- ch. 16 Finishing the Harvester Ship -- Believability -- Time for action -- finishing the engines -- Paint with grabbed geometry -- Time for action -- adding the final details -- Summary -- ch. 17 Epilogue -- Where to go next? -- Appendix: Pop Quiz. Note continued: ch. 2 Pop quiz -- 2D, 2.5D, and 3D mode -- ch. 3 Pop quiz -- the root sphere and adaptive skin preview -- ch. 4 Pop quiz -- materials -- ch. 4 Pop quiz -- brush settings -- ch. 4 Pop quiz -- subdivisions -- ch. 5 Pop quiz -- Polypainting -- ch. 5 Pop quiz -- masking -- ch. 6 Pop quiz -- subtools -- ch. 6 Pop quiz -- 3D primitives -- ch. 7 Pop quiz -- in-game meshes -- ch. 8 Pop quiz -- masking -- ch. 9 Pop quiz -- textures and Normal maps -- ch. 10 Pop Quiz -- ZSketching a character -- ch. 11 Pop quiz -- masking and Polygroups -- ch. 12 Pop quiz -- layers and alphas -- ch. 13 Pop quiz -- unwrapping and retopologizing -- ch. 14 Pop quiz -- shadowBox and clipping brushes -- ch. 15 Pop quiz -- local symmetry, clipping, and moving -- ch. 15 Pop quiz -- Booleans -- ch. 16 Pop quiz -- creating alphas from geometry. ZBrush. http://id.loc.gov/authorities/names/n2008012833 ZBrush. blmlsh ZBrush fast Computer graphics. Computer art Computer programs. Infographie. computer graphics. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Computer art Computer programs fast Computer graphics fast |
subject_GND | http://id.loc.gov/authorities/names/n2008012833 |
title | ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / |
title_auth | ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / |
title_exact_search | ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / |
title_full | ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / Manuel Scherer. |
title_fullStr | ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / Manuel Scherer. |
title_full_unstemmed | ZBrush 4 sculpting for games : beginner's guide : sculpt machines, environments, and creatures for your game development projects / Manuel Scherer. |
title_short | ZBrush 4 sculpting for games : |
title_sort | zbrush 4 sculpting for games beginner s guide sculpt machines environments and creatures for your game development projects |
title_sub | beginner's guide : sculpt machines, environments, and creatures for your game development projects / |
topic | ZBrush. http://id.loc.gov/authorities/names/n2008012833 ZBrush. blmlsh ZBrush fast Computer graphics. Computer art Computer programs. Infographie. computer graphics. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Computer art Computer programs fast Computer graphics fast |
topic_facet | ZBrush. ZBrush Computer graphics. Computer art Computer programs. Infographie. computer graphics. COMPUTERS Image Processing. PHOTOGRAPHY Techniques Digital. TECHNOLOGY & ENGINEERING Imaging Systems. COMPUTERS Digital Media Graphics Applications. Computer art Computer programs Computer graphics |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=360857 |
work_keys_str_mv | AT scherermanuel zbrush4sculptingforgamesbeginnersguidesculptmachinesenvironmentsandcreaturesforyourgamedevelopmentprojects |