ZBrush for Beginners

 
 
 

 

The book "ZBrush for Beginners" (2010) explains simply and clearly the main tools the software ZBrush offers, with highly technical language and its practical applications.
ZBrush is now the major and most powerful software used in games and movies on the process of creating characters and digital objects. Nowadays artists can’t think that most of its work couldn’t be made without this technology.
Designers can’t be blind to the tools that ZBrush offers, because its processes of modeling and digital sculpturing are streamlined, providing rapid visualization and creation of clothing textures. With that it is possible to create presentations in high definition and quality of published models.
The cover illustration in this Book is by Diego Maia made using ZBrush. There are also many other artists within this publishing.

In the DVD that accompanies "ZBrush for Beginners" you will find:
Video-trainings in high resolution quality of the main chapters of the book, which shows both the tools being used and the processes of each;
Files to be used by the reader in the exercises this book suggests;
Macros, materials, images and textures in high resolution quality.
 

As a tool to help the reader understand the concepts of the book, as well as share their learning with other readers, I was created a forum to discuss this specific material as well as other evidence of the same author. Check in:

 

Alessandro Lima - Fórum

 

You can by a copy this book in this Sites (only in Portuguese Language):

 
 
 
 
 
 

Here's the index of topics covered in the book:

Chapter 1: Traditional and Digital Art
Presents some basic concepts about the work of traditional art, which even today are interpreted into digital media.

Chapter 2: Introducing the ZBrush
Explains some concepts on how the features of ZBrush works, as well an introduction to interface and how to navigate and interact with it.

Chapter 3: Interface ZBrush
This chapter is effectively about the ZBrush interface, how it is constituted and how to navigate between resources. Each tool has its controls discussed in order to explain the function and purpose of use. Analyzed tools: Menus, Brushes, Alphas, Strokes, Materials, Textures, Plugins and other main tools.

Chapter 4: Working in 2.5D (Painting)
In this section is created a basic scene in a 2D illustration, based on 2.5D tools. The content is organized in a didactic way: hence the content on "material, light and render" is prepared in a unique chapter. The resources worked are: brushes, perspective and layers.

Chapter 5: Working in 3D (Basic Digital Sculpture)
In this chapter the focus are the technical aspects of resource used to develop 3D digital sculptures. For that, this section is intended to knowledge and understanding how the tools are used for this purpose, how they behave and work, and also shows the tools and drives adjustments, thus Blocking concepts of the model.

Chapter 6: Working in 3D (Advanced Digital Sculpture)
In this section are applied in practice the knowledge acquired in the previous chapter about how the features works to create digital sculptures. Subjects the use of Brushes, Alphas and Strokes differentiated to define the details as well as data handling and model adjustments.

Chapter 7: Painting and Texturing
This chapter discussed issues about digital painting of textures with the technique of PolyPainting as well as the manufacture of complex textures with the use of photographs with ZAppLink Plugin. Are shown ways to extract maps of the diffuse type, in addition to Normal and Cavity with the aid of ZMapper Plugin-E rev. The displacement map is working with the Plugin Mult Displacement Exporter 3.

Chapter 8: Materials, Light and Render
In this section we discuss over what are materials, lights and rendering, as well as ways to edit, create or save for later use in complex scenes. Lights and renders are addressed in the form of application for digital sculpting and finishing of images for illustrations.

Chapter 9: Integration with Other Tools
This chapter discusses the concepts of how to integrate ZBrush to other tools such as 3Ds Max for example, constituting the Piplelines, widely used by reputable companies.

Chapter 10: Conclusion
We present here the finished work, and its effects and results on the life of the artist.

Chapter 11: Artists
A brief gallery of some images of well-known artists as a way to illustrate what can be done with work, research and art.

Chapter 12: Bibliography
A complete list of books that were used as reference in making this material, as well as sites that were also surveyed for this Book. We also present The ZBrush Forum and Online Help and their best references, as well the Books about Scott Spencer and Eric Keller.

 

Below some images of the contents of the book, reminding one that is printed in shades of gray and your media content (DVDRom) is composed of materials to be used within the software presented in the book, as well as texture files and reference images . The videos have been constructed only with video (image), having no sound included.