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E-raamat: Getting Started in ZBrush: An Introduction to Digital Sculpting and Illustration

(Savannah College of Art and Design, Georgia, USA)
  • Formaat: 330 pages
  • Ilmumisaeg: 16-Apr-2014
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781134507245
  • Formaat - EPUB+DRM
  • Hind: 63,69 €*
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  • Formaat: 330 pages
  • Ilmumisaeg: 16-Apr-2014
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781134507245

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Getting Started in ZBrush is a gentle introduction to ZBrush, todays 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 ZBrushs 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 res 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.
Acknowledgements xi
About the Author xiii
Chapter 1 Introduction
1(19)
Overview
1(2)
Professional practices
3(5)
Creativity
8(4)
Reference material
12(3)
Copyright
15(2)
Publicizing your work
17(1)
Resources
18(1)
Learning process
19(1)
Chapter 2 Interface
20(21)
Buying and installing ZBrush
20(1)
Interface layout
20(8)
Menus
20(2)
Conventions and mouse buttons
22(1)
Controls
22(2)
Interface
24(4)
Help and shortcuts
28(1)
Concepts
28(11)
2D, 3D, and 2.5D, as well as bit depth
29(1)
Pixel
29(1)
Pixol
29(1)
Working with the canvas and documents
30(9)
Saving your work
39(1)
Organizing files and paths
39(1)
Additional help
40(1)
Chapter 3 The Basics
41(12)
Working with 3D ZTools
41(10)
Saving your 3D work
51(2)
Chapter 4 Modeling a Head
53(19)
Symmetry
58(4)
DynaMesh
62(5)
Subdivision
67(3)
Working with files
70(2)
Chapter 5 Brushes, Materials, and Painting
72(14)
Brushes
72(4)
Different strokes
76(10)
Brush alpha
77(1)
Brush stroke
78(6)
Problems and fixes
84(2)
Chapter 6 The Dragon's Head
86(25)
Helpful tidbits
86(1)
Making a mouth
86(10)
Creating eyes
96(7)
Teeth
103(4)
Tongue
107(4)
Chapter 7 Creating the Wings Using Shadowbox and ZSketch
111(19)
Shadowbox
111(10)
ZSketch
121(5)
Refine the wing
126(4)
Chapter 8 Making the Dragon's Body
130(25)
Introducing ZSpheres
130(6)
Using ZSpheres
136(5)
Flattening the bottom
141(2)
Adding secondary features
143(5)
Tertiary details
148(2)
Adding claws with the IMM brush
150(3)
Wings
153(2)
Chapter 9 UVs and Masking
155(18)
Masking
155(4)
Masking palette
159(5)
Mask by cavity
159(2)
Mask by smoothness
161(1)
Mask peaks and valleys
161(1)
Masks by color
162(1)
Mask ambient occlusion
162(2)
Understanding UVs
164(1)
Map projections
164(2)
Creating UVs in ZBrush
166(3)
Saving masks
169(2)
Applying masks
171(2)
Chapter 10 Painting the Dragon
173(13)
Adding a material
173(1)
Approach to painting
174(8)
Painting using masks
182(2)
Using Decimation Master to reduce the size of your model
184(2)
Chapter 11 Creating the Collar Using Insert Mesh
186(9)
The collar part
186(2)
Decorations
188(7)
Chapter 12 Recoloring the Model
195(6)
The why
195(2)
The how: Re-UVing the model
197(1)
Creating and adjusting the color texture map
197(2)
Applying the modified texture map to the model
199(2)
Chapter 13 Making a Fire Hydrant
201(36)
Centerpiece
202(5)
Top and bottom flange
207(3)
Making the cap
210(3)
Top bolt
213(3)
Water spouts
216(3)
Creating the other spouts
219(2)
Adding the spout tips
221(3)
Bottom detail section
224(1)
Band cutouts
225(2)
Subtractive DynaMesh
227(2)
Cap cutouts
229(5)
Adding bolts
234(3)
Chapter 14 The Base-Stand
237(12)
Making the base
237(5)
Creating the ground plane
242(2)
Adding a wood texture
244(4)
Texturing the ground
248(1)
Chapter 15 Grass
249(4)
Chapter 16 Combining It All
253(9)
Loading and merging
253(2)
Decimating subtools
255(7)
Chapter 17 Posing the Dragon
262(5)
Principles of posing
262(1)
Posing techniques
263(4)
Chapter 18 Painting the Fire Hydrant
267(13)
Principles of texturing
267(1)
Reference material
267(1)
Weathering
268(2)
LightBox
270(1)
Spotlight
270(5)
ZAppLink
275(5)
Chapter 19 Polishing the Model
280(8)
Saving the file
280(2)
Changing the eyes
282(2)
Posing the tongue
284(4)
Chapter 20 Lighting
288(6)
Adding lights
288(2)
High-key and low-key lighting
290(1)
Three-point lighting
291(3)
Chapter 21 Rendering
294(9)
Setup
294(2)
Rendering process
296(1)
Document.Export and the BPR RenderPass
297(2)
Creating a variety of looks
299(2)
Generating masks for illustration
301(2)
Chapter 22 Compositing
303(10)
Adding layers
303(3)
Editing the layers
306(4)
Adding a backdrop
310(3)
Index 313
Greg Johnson has been a Professor at the Savannah College of Art and Design since 1996 after time as a graphic designer and an artist involved in television production. He received his MFA in Computer Arts from the Savannah College of Art and Design and his BA in Fine Arts from Louisiana State University in Shreveport. In addition to being a Professor, he also worked as a 3D Lead for Ascent Games and does freelance illustration work. Johnson has taught over fifty different courses in hundreds of classes in his eighteen plus years of teaching at the college level. His courses have included 3D sculpting, modeling, texturing, painting, animation, rigging, effects, programming, game design and development in the subject areas of computer art, game development, interactive design, and visual effects. He founded the Game Development department at SCAD and has developed courses for the Game Development, Computer Arts, Visual Effects, and Scientific Illustration areas of study at SCAD. For the last seven years he has been teaching an introduction to digital sculpture class using ZBrush.