ZBrush Studio Projects: Realistic Game Characters Paperback – Mar 15 2011
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From the Back Cover
Get real and give your game memorable characters
How do you create unforgettable characters for today's games? Pick up ZBrush and follow the anatomy lessons and studio-savvy tips in this insightful guide. Using ZBrush's rich toolkit and his own experience as founder of zbrushworkshops.com and as a former ZBrush product manager, Ryan Kingslien helps you hone the techniques you'll need to create human characters with compelling faces, bodies, clothing, and weaponry.
You'll learn by doing a series of projects that encompasses anatomy, sculpting, proportion, gesture, color, and textureand master techniques straight from the studio. Discover what to do, what not to do, and how to make your game characters breathtakingly real with this must-have guide.
Get comfortable with key ZBrush 4 tools
Tackle the complexity of the human form with easy-to-follow projects
Master human body and facial anatomy
Sculpt eyes, noses, brows, and mouths with easeand paint skin texture, exotic eye makeup, and brilliant color
Build killer weaponry and costumes that draw players back again and again
Apply pictures to models using photo reference, with the new Spotlight tool
Connect seamlessly with Photoshop® and spot-fix texture files
Learn the anatomy of the face
Use Transpose to pose your models
Create realistic clothing and wrinkles
Sculpt hard surfaces using Clip brushes
VALUABLE COMPANION DVD
The DVD includes all the project files and other support files you need to complete the projects in the book, as well as video instruction on key topics.
About the Author
Ryan Kingslien is the founder of www.zbrushworkshops.com. He was the first product manager for ZBrush at Pixologic, where he meshed programmers and artists to help create some of the revolutionary tools in ZBrush. He also created the first industry-standard curriculum and documentation that helped bring ZBrush to companies such as ILM, Sony Pictures Imageworks, and Electronic Arts.
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Top Customer Reviews
Ryan has an excellent way of teaching anatomy, and I really come back to this book again and again more than any book I've bought (and I own quite a few now).
Not only does it cover proportional stuff, it has some good guides to modeling, and it breaks down everything into planes and then builds you back up - by the time your done you have a much better understand how the human form, not just the female form breaks down.
The accompying DVD that comes with this has some great bonus material, and covers some rarely focused on, but usually difficult places to sculpt, which is really great.
I'd buy it again, and wish it came with a digital version, only because toting it around with my laptop and other gear I do my art with just gets heavy - but you can't beat the print quality, and COLOR pictures for everything.
Most Helpful Customer Reviews on Amazon.com (beta)
It's important to point out 2 things. First, this is not a beginners book. If that's what your looking for, try Eric Keller's Intro to Z-brush 4 book. Second, it's not a Z-Brush anatomy book per-say, if that's what your looking for, try Scott Spencer's ZBrush Digital Sculpting Human Anatomy book, which is also not for beginners.
That being said, the great thing I found with this book was the disc of content included. Since it is common for z-brush pro's to move back and forth between other 3d apps, like but not limited to Maya and 3d Max this book contained files that are ready to go in z-brush or .obj files that can be brought into other 3d apps. In the book, When he mentions another application like Maya, he tells you where on the disc to find the files if you don't have access to Maya and where to go in the book and what to skip. Which I personally found to be very helpful and a time saver. It also has brushes and other files that can be used in z-brush that Ryan Kingslien uses in his own work. Not to mention the disc includes some video tutorials as-well.
Kingslien has worked for Z-brush and has been paramount in the advancements of the software over the years. One thing that I noticed is that he tends to start out at a higher sub divisions then many other Z-brush pros. This may cause problems for new users as it's recommended that you start with very low topology and work your way up as Z-brush is very ram intensive. One other small problem, this book is marketed as a "Game" book, and it really seems to be more aimed at creating characters where polygon count is not an issue, like film. However, if your new to Z-brush, this polygon count issue is pretty much nullified with the creation of a plug in called Decimation Master which is free from pixologic.com
is the fact its made with his ZbrushWorkShop online classes in mind. But the book is still useful if you haven't or won't take the online classes.