- Taschenbuch: 352 Seiten
- Verlag: John Wiley & Sons; Auflage: 1. Auflage (3. Juni 2008)
- Sprache: Englisch
- ISBN-10: 047024996X
- ISBN-13: 978-0470249963
- Größe und/oder Gewicht: 20,3 x 1,9 x 25,4 cm
- Durchschnittliche Kundenbewertung: 4 Kundenrezensionen
- Amazon Bestseller-Rang: Nr. 341.669 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
ZBrush Character Creation: Advanced Digital Sculpting (Englisch) Taschenbuch – 3. Juni 2008
Dieses Buch gibt es in einer neuen Auflage:
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ZBrush's popularity is exploding giving more CG artists the power to create stunning digital art with a distinctively fine art feel. "ZBrush Character Creation: Advanced Digital Sculpting" is the must-have guide to creating highly detailed, lush, organic models using the revolutionary ZBrush software. Digital sculptor Scott Spencer guides you through the full array of ZBrush tools, including brushes, textures and detailing. With a focus on both the artistry and the technical know-how, you'll learn how to apply traditional sculpting and painting techniques to 3D art while uncovering the 'why' behind the 'how' for each step. You'll gain inspiration and insight from the beautiful full-color illustrations and professional tips from experienced ZBrush artists included in the book. And, above all, you'll have a solid understanding of how applying time-honored artistic methods to your workflow can turn ordinary digital art into breathtaking digital masterpieces.
Break Free from the 3D Mold
ZBrush is taking the world of 3D modeling by storm, allowing CG artists to create spectacular organic models in a way that feels like traditional sculpting and painting. Like the software itself, this beautiful four-color guide perfectly blends technology with artistry to give you a thorough, hands-on tutorial in creating 3D characters with this revolutionary software.
Digital sculptor Scott Spencer guides you through the full array of ZBrush tools, including brushes, textures, and detailing. You'll learn how to sculpt in ZBrush, design a character bust, and dazzle viewers with your creations. Above all, you'll discover how to apply time-honored methods of traditional sculpting and painting to a digital format-and emerge a better artist, no matter what the medium.
Bridge the transition from traditional sculpting to digital
Explore the ZBrush interface and toolsets
Learn valuable techniques for texturing, posing, and rendering in ZBrush
Master ZScripts, macros, and other methods for customizing the interface
Transfer your ZBrush creations into Maya(r) and prepare for use in film, game, or other formats
Gain valuable insights and tips from guest artists throughout the book
VALUABLE COMPANION DVD
Support files for the book's tutorials are included on the DVD, so you can try out the techniques as you go. It also includes ZBrush movies to further illustrate the step-by-step sculpting process, as well as a trial version of ZBrush 3.1 for the Microsoft Windows operating system.
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Leider sind aber in dieser Erstauflage ein paar offensichtliche Printfehler vom Velag gemacht worden. So werden bei manchen Bildern die Beschreibungen vertauscht und zB auf seite 20 hört eine Aufzählung auf und mischt sich in eine andere Aufzählung auf seite 24 wieder ein. Ist aber alles sehr offensichtlich und spätestens wenn man es ausprobiert merkt man es. Aber darüber kann ich schon hinwegsehen.
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Like others have mentioned, the chapter on displacement/normal map generation and use in other programs (specifically covers Maya, which was wonderful for me) is worth the price of this book alone. It even goes in depth about the Maya shading network setup, from scratch, needed to display the maps properly. The internet contains a lot of conflicting and dated information on these topics - primarily because Pixologic has been pumping out updates and revisions every few months that change the game again and again and a lot of the tools that people used to use have been replaced once or twice with new tools from Pixologic. This is the only thing i have read that has all of this information in one place.
That being said, with Zbrush being up to Z4r4 now, i would love to see a new edition of this book from Scott Spencer or a new book altogether including the massive updates to Zbrush since this book's publish date. It might be wise to wait for Z5 since that seems to be the next thing for Pixologic. Heed my only warning about this book, which is that it was written based on Z4 original release, and does not include any more recent topics such as dynamesh, insert brushes, fibers, noisemaker, qremesher from Z4r2 through Z4r4.
Author is great, examples are great, additional resources are great - If you like Zbrush, you should own this book, especially if you also use Maya. As usual, the concepts are not application specific, but it helps to have the actual menus and examples in Maya since I am currently learning.
Thanks Scott, this book is great.
On top of this, Scott Spencer backs everything you read with video tutorials which are great! There you will find much much more than you find in the book (which is a lot) since you can hear his reflections while sculpting... you can see how he sees things when he designs and what his approach towards sculpting is.
Before I end this, I want to recommand the other two books and I STRONGLY advice you to start with his first book, which is Zbrush - Human Figure. The book was made back in the 3.5 days but nevertheless is such an amazing tool to learn the basics of sculpting and the basics of Anatomy. He is a master of Human Anatomy in Sculpture and here is the chance to see him in action.. to go and take a Maya box man with about 100 polys and transform him into what you can see on the book cover.
Basically, the three books work together... You get the basics of Anatomy and Sculpting in the first one, than you get all the additional processes explained in Character Creation (texturing, mapping etc) and than in the last one you go through several types of creatures and characters and you are concerned with more advanced stuff like rendering and lighting, composition etc.
Take this book, take the other two as well, remove all your distractions and get on with them. You will fly through what used to be walls of questions.