Getting Started in ZBrush is a gentle introduction to ZBrush, today’s premier digital sculpting program. Beginning with the fundamentals of digital sculpting as well as a thorough introduction to the user interface, Getting Started in ZBrush will have you creating a variety of professional‑level 3D models in no time. More than just another button‑pushing manual, this comprehensive guide is packed with start‑to‑finish projects that ease you into the workflow of the program, while at the same time providing tips and tricks that will allow you to achieve certain tasks much more quickly. After progressing through the tutorials, you will be shown how to customize brushes, materials, scripts, and the interface so that you can utilize these tools to their full advantage.
Special consideration is given to ZBrush’s integration plug‑ins with Maya and 3ds Max, allowing you to properly import and export your models in all programs. Texturing, painting, mapping, decimation, baking, and topology are also fully covered, so your Zbrush creations can come to life without sacrificing that high‑resolution look.
Ease your way into this complex subject with this straight‑forward approach to Zbrush Perfect your technique with step‑by‑step tutorials that allow you to create high‑resolution models from start to finish Expand your knowledge by visiting the companion website, which features video demonstrations, project files, texture and model files, scripts, customized menus, brushes, and additional resources
Written with the digital beginner in mind, this book will teach you all of the necessary information to begin working in ZBrush to create magnificent works of digital artwork! Through this book, ZBrush will empower you to be the digital artist you always wanted to be.
By:
Gregory S. Johnson (Savannah College of Art and Design Georgia USA)
Imprint: CRC Press
Country of Publication: United Kingdom
Edition: 2nd edition
Dimensions:
Height: 254mm,
Width: 178mm,
Weight: 1.000kg
ISBN: 9781032104300
ISBN 10: 1032104309
Pages: 438
Publication Date: 07 November 2024
Audience:
College/higher education
,
Professional and scholarly
,
Primary
,
Undergraduate
Format: Hardback
Publisher's Status: Active
Acknowledgements. Author. Chapter 1: Introduction. Chapter 2: The Fundamentals. Chapter 3: The Basics, Part 1. Chapter 4: The Basics, Part 2. Chapter 5: The Fish, Part 1 – The Primary Form. Chapter 6: The Fish, Part 2 – Fins and Secondary Shapes. Chapter 7: The Fish, Part 3 – Making Eyes. Chapter 8: The Fish, Part 4 – Tertiary Details. Chapter 9: The Fish, Part 5 – Painting the Fish. Chapter 10: The Planning Stage. Chapter 11: Re-Making the Fish. Chapter 12: Creepy Pie Guy, Part 1. Chapter 13: Creepy Pie Guy, Part 2 – Secondary Details. Chapter 14: Hands and Arms. Chapter 15: Legs and Attachment. Chapter 16: Pie Tweaks. Chapter 17: Pie Painting, Part 1. Chapter 18: Pie Painting, Part 2. Chapter 19: Pie Painting, Part 3 – The Hands and Feet. Chapter 20: Pie Painting, Part 4 – The Eyes. Chapter 21: Posing. Chapter 22: Lighting. Chapter 23: Rendering. Chapter 24: Compositing. Index.
As a professor for almost thirty years, Gregory S. Johnson has had the privilege of teaching thousands of students a wide array of courses including digital sculpture, 3D modeling, texturing, animation, rigging, visual effects, digital painting, programming, game design and development. This book is a compilation of material developed from his introduction to digital sculpting lectures and all of the excellent advice cultivated over the years. Gregory is a member of the International Game Developers Association (igda.org), the Guild of Natural Science Illustrators (www.gnsi.org), and the Association of Science Fiction Illustrators (asfa-art.ning.com) and has worked for years as a 3D artist. You can find examples of his work, additional ZBrush resources, and other educational material at my website (GregTheArtist.com). If you enjoy this book, you can check out his other published work by going to (www.Toonzy.com) and downloading a free PDF of Toonzy! the Cartoon Role Playing Game or purchasing a copy of my game design book, Developing Creative Content for Games. Ensure you visit the publisher's website for the video recordings of each chapter of this book.