Getting Started in ZBrush Getting Started in ZBrush An Introduction to Digital Sculpting and Illustration Greg Johnson First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Greg Johnson to be identified as the author of this work has been asserted by him in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilized in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data application submitted ISBN: 978-0-415-70514-1 (pbk) ISBN: 978-1-315-88996-2 (ebk) To my wife Penny – for her inexhaustible patience. Contents Acknowledgements About the Author Chapter 1: Introduction Overview Professional practices Creativity Reference material Copyright Publicizing your work Resources Learning process Chapter 2: Interface Buying and installing ZBrush Interface layout Menus Conventions and mouse buttons Controls Interface Help and shortcuts Concepts 2D, 3D, and 2.5D, as well as bit depth Pixel Pixol Working with the canvas and documents Saving your work Organizing files and paths Additional help Chapter 3: The Basics Working with 3D ZTools Saving your 3D work Chapter 4: Modeling a Head Symmetry DynaMesh Subdivision Working with files Chapter 5: Brushes, Materials, and Painting Brushes Different strokes Brush alpha Brush stroke Problems and fixes Chapter 6: The Dragon’s Head Helpful tidbits Making a mouth Creating eyes Teeth Tongue Chapter 7: Creating the Wings Using Shadowbox and ZSketch Shadowbox ZSketch Refine the wing Chapter 8: Making the Dragon’s Body Introducing ZSpheres Using ZSpheres Flattening the bottom Adding secondary features Tertiary details Adding claws with the IMM brush Wings Chapter 9: UVs and Masking Masking Masking palette Mask by cavity Mask by smoothness Mask peaks and valleys Masks by color Mask ambient occlusion Understanding UVs Map projections Creating UVs in ZBrush Saving masks Applying masks Chapter 10: Painting the Dragon Adding a material Approach to painting Painting using masks Using Decimation Master to reduce the size of your model Chapter 11: Creating the Collar Using Insert Mesh The collar part Decorations Chapter 12: Recoloring the Model The why The how: Re-UVing the model Creating and adjusting the color texture map Applying the modified texture map to the model Chapter 13: Making a Fire Hydrant Centerpiece Top and bottom flange Making the cap Top bolt Water spouts Creating the other spouts Adding the spout tips Bottom detail section Band cutouts Subtractive DynaMesh Cap cutouts Adding bolts Chapter 14: The Base-Stand Making the base Creating the ground plane Adding a wood texture Texturing the ground Chapter 15: Grass Chapter 16: Combining It All Loading and merging Decimating subtools Chapter 17: Posing the Dragon Principles of posing Posing techniques Chapter 18: Painting the Fire Hydrant Principles of texturing Reference material Weathering LightBox SpotLight ZAppLink Chapter 19: Polishing the Model Saving the file Changing the eyes Posing the tongue Chapter 20: Lighting Adding lights High-key and low-key lighting Three-point lighting Chapter 21: Rendering Setup Rendering process Document.Export and the BPR RenderPass Creating a variety of looks Generating masks for illustration Chapter 22: Compositing
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