- Unbekannter Einband: 416 Seiten
- Verlag: Sybex; Auflage: 1st edition (19. Januar 2010)
- Sprache: Englisch
- ISBN-10: 0470599855
- ISBN-13: 978-0470599853
- Durchschnittliche Kundenbewertung: 3 Kundenrezensionen
- Komplettes Inhaltsverzeichnis ansehen
Zbrush Digital Sculpting Human Anatomy (Englisch)
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Create memorable human figures for movies and games
To create compelling characters, you need to make them realistic, and ZBrush by itself can take you only so far. You also need solid artistic skills. This full-color, illustrated guide teaches you the basics of human anatomy, so you can create captivating human figures that really come to life on screen.
Using ZBrush 3.5 tools, you'll sculpt a heroic male figure, learning each body part as you go, including head, neck, torso, arms, legs, bones, and muscle. This book emphasizes concepts that have guided artists for centuries, such as gesture, form, and proportion, helping you develop foundational skills you can draw upon throughout your career. Transform your animation into professional-level artistry with this must-have guide.
- Understand the basic tenets of form, proportion, gesture, and rhythm
Master basic anatomical terms for skeletal regions and muscle groups
Break down the regions of the body into simple geometric shapes
Begin roughing in your figure with Claytubes and other tools
Create the impression of flesh over underlying muscle and bone
Learn ZBrush remeshing and color-mapping techniques
Flesh out your figure with fine detail and costuming
Repurpose your figure for film, video games, Web, or digital output
Build skills you can also apply to Maya®, 3ds Max, Blender, and Photoshop
VALUABLE COMPANION DVD
Enhance your learning with video instruction that walks you through the projects in the book. You'll also find anatomy models to use for practice.
Use ZBrush tools to perfect the fine detail of muscle construction
Sculpt different kinds of fabric to clad a heroic character
Lay the groundwork for believable facial expression with a solid foundation
Über den Autor und weitere Mitwirkende
Scott Spencer is a freelance character designer and sculptor currently working at the Weta Workshop in Wellington, New Zealand. Scott has worked on titles such as Iron Man, Golden Axe, Species 3, and others. His work can be seen in film, video games, and a variety of collectible figures.
Derzeit tritt ein Problem beim Filtern der Rezensionen auf. Bitte versuchen Sie es später noch einmal.
Diese Grundlagen muss man als angehender digitaler Bildhauer sowieso verinnerlicht haben, hier werden diese in ausführlichen Kapiteln oder Videos abgehandelt; man kann die einzelnen Schritte somit im Programm leicht nachvollziehen. Sehr spannend und auf unterhaltsame Weise lehrreich!
Ich sehe dieses Buch als den "Bammes" für Zbrush-Artists.
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I don't have enough words to describe what this book is! Where should I start? The book is perfectly structured! The way Scott Spencer is explaining is not dumbed down like you see on some learning sources, but in the same time is clear as tear drop. He is not wasting any word, instead he manages to touch upon every aspect you might think of. While reading some chapters, certain questions were poping in my mind, but every and each of them were answered eventually later in the book.
The videos are made in the same manor. Clear, on spot, supporting you with everything he can (models, Ztools, reference images, proportions literately drawned by him ready for you to take them into Maya or Zbrush with you while you build your base mesh and many many more).
All in all, I must reiterate this, it is the bible you need when you start learning Zbrush and modeling. It is a resource that you will use to start with and, I'm sure, you will get back to later on just to use as a reference to whatever you might sculpt.
Now, the DVD issue. I know some people complained about Sybex quality on the DVD... I share your opinion in some way but I found a solution and it worked for me without any problem. Here is what I did: Inserted the DVD, opened the autoplay, clicked on Chapter 1 which opened a window with the files allocated for the given chapter. I selected them and copied in a folder on my hard disk. After this, I did the same with everything. When I was done copying all of them, I extracted the files on every chapter and there it was: good to go and being on my hard there was no waiting time what so ever. I saw some guy complaining about the sound... There is no sound issue! So if you find this problem than it has to do with your codecs (TIP: use VLC player since I find it to have a higher max volume than BsPlayer or Windows Media Player. Usually at 60% in VLC is louder than 100% in BsPlayer.).
The last bit, I recommend everything Scott Spencer did. I also got his other 2 books and they are the same. Start with this one since this is the foundation you need in sculpting and than move ahead and continue with the other 2 books. On top of this, if you can find his Zbrush 4 Introduction from Gnomon Workshop you won't regret. I watched it quite late, after I was already quite familiar with the program and it still showed me quite a lot of things I didn't know.
The only problem I have? A negative side of what Scott Spencer did? He has only 3 books out... He is only one...
P.S: Subjects touched in his books that I could not find in other resources or I couldn't find a decent way to understand them:
DISCLAIMER: This is from a personal point of view, and from what I searched so if there are other sources I didn't manage to get to feel free to correct me.
1) UV mapping - Character Creation: Advanced Digital Sculpting
2) Normal Maps, Displacement Maps, Texture maps and Uv Master in ZBrush - Character Creation: Advanced Digital Sculpting
3) Topology and remeshing in Zbrush - ZBrush Digital Sculpting Human Anatomy
4) A well structured path from easy to complex when it comes to Anatomy, Body Landmarks and Anatomy terminology in sculpture - ZBrush Digital Sculpting Human Anatomy
5) All the proportions across the body you will ever need in humanoid sculptures and even in creature developing - ZBrush Digital Sculpting Human Anatomy
6) A logic way of explaining STRUCTURE and why is so important (or in other words, how to avoid a lumpy look when you sculpt) and the other two most important considerations when sculpting: Gesture and Proportion - ZBrush Digital Sculpting Human Anatomy
7) Small techniques that are implied in various places but no one is bothering with explaining them in an elaborate manor and even further, demonstrate their utility - ZBrush Digital Sculpting Human Anatomy
And many many more!
I hope you enjoy the book as much as I do! Happy Sculpting!
Regards, Dan Mihaila