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    ZBrush Digital Sculpting Human Anatomy (Paperback) By (author) Scott Spencer

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    DescriptionTaking into account that many of today's digital artists -- particularly 3D character animators -- lack foundational artistic instruction, this book teaches anatomy in a coherent and succinct style. A clear writing style explains how to sculpt an accurate human figure, starting with the skeleton and working out to muscle, fat, and skin. Insightful explanations enable you to quickly and easily create and design characters that can be used in film, game, or print, and allows you to gain a strong understanding of the foundational artistic concepts. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

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    ZBrush Digital Sculpting Human Anatomy
    Authors and contributors
    By (author) Scott Spencer
    Physical properties
    Format: Paperback
    Number of pages: 416
    Width: 203 mm
    Height: 251 mm
    Thickness: 25 mm
    Weight: 1,174 g
    ISBN 13: 9780470450260
    ISBN 10: 0470450266

    BIC E4L: COM
    Nielsen BookScan Product Class 3: S10.2
    B&T Book Type: NF
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Subject Development: 20
    B&T Modifier: Academic Level: 05
    LC subject heading:
    DC22: 006.696
    B&T General Subject: 229
    B&T Modifier: Text Format: 01
    BIC subject category V2: UGK
    LC subject heading: ,
    B&T Merchandise Category: COM
    BISAC V2.8: COM012000
    Warengruppen-Systematik des deutschen Buchhandels: 16350
    Ingram Subject Code: XX
    BISAC V2.8: MED005000
    B&T Approval Code: A03402010, A93630000
    BISAC V2.8: COM071000
    LC subject heading:
    BISAC V2.8: ART050010
    DC22: 006.69, 006.6/9
    LC classification: T385 .S65975 2010
    Thema V1.0: MFC, UG
    John Wiley and Sons Ltd
    Imprint name
    John Wiley & Sons Ltd
    Publication date
    12 January 2010
    Publication City/Country
    Author Information
    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.
    Back cover copy
    Create memorable human figures for movies and gamesTo 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 rhythmMaster basic anatomical terms for skeletal regions and muscle groupsBreak down the regions of the body into simple geometric shapesBegin roughing in your figure with Claytubes and other toolsCreate the impression of flesh over underlying muscle and boneLearn ZBrush remeshing and color-mapping techniquesFlesh out your figure with fine detail and costumingRepurpose your figure for film, video games, Web, or digital outputBuild skills you can also apply to Maya(R), 3ds Max, Blender, and PhotoshopVALUABLE COMPANION DVDEnhance 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 constructionSculpt different kinds of fabric to clad a heroic characterLay the groundwork for believable facial expression with a solid foundation
    Table of contents
    Introduction. Chapter 1 Blocking in the Mesh. Sculpting the Figure. Gesture, Form, and Proportion. Gesture. Form. Proportion. From Basic Forms to Complex Shapes. Anatomical Terminology. Creating a Base Sculpting Mesh. Building a Sculpt Mesh in Maya. Building a Sculpt Mesh in ZBrush. What's Next? Chapter 2 Gesture and Masses. Looking at the Figure as a Whole. Crests and Valleys. Plane and Profile Analysis. Sculpting a Basic Figure. Getting Started. The Legs. The Chest and Shoulders. Analyzing Planes. What's Next? Chapter 3 The Head and Neck. The Skull. Proportions and Placement of Facial Features. Placing the Features. Sculpting the Basic Skull. Refining the Initial Sculpt. The Facial Muscles. The Masseter and Temporalis. Muscles. The Zygomaticus Major and Minor. The Orbicularis Oris. The Triangularis and the Mentalis: The Chin. The Frontalis: The Forehead. The Orbicularis Oculi. The Buccinator Muscle. The Facial Features. The Nose. Closing the Mouth. The Neck Muscles. Refining the Surface. Sculpting the Ear. Adding Character and Refining Forms. Final Adjustments. What's Next? Chapter 4 The Torso. Changing the Torso Masses. Model Preparation: Storing a Morph Target. Adjusting the Chest Mass. Sculpting the Torso. Pectoralis. Abdominal Muscles. Serratus and Oblique. Muscles of the Back. What's Next? Chapter 5 The Arms. Basic Forms. Muscular and Skeletal Anatomy. Skeletal Landmarks Addressed in This Chapter. Muscles Addressed in This Chapter. Sculpting the Arm. Shoulder and Upper Arm. Triceps. Lower Arm. What's Next? Chapter 6 The Pelvis and Legs. Basic Pelvis and Leg Forms. Skeletal and Muscular Anatomy. Muscles of the Pelvis and Leg Addressed in This Chapter. Sculpting the Pelvis and Legs. Adjusting the Leg Position. Sculpting the Pelvis and Buttocks. Sculpting the Upper Leg. Sculpting the Knee. Sculpting the Lower Leg. Sculpting the Finishing Pass. What's Next? Chapter 7 The Hands and Feet. Anatomy of the Hands and Feet. Relative Proportions. Skeletal Structure. Anatomical Direction. The Surface Anatomy of the Hand. The Surface Anatomy of the Foot. Block Forms and Planes. Sculpting the Hand. Adding Flesh Folds and Details. Sculpting the Feet. Finishing the Figure. Overall Form Changes. Adding Flesh and Fat. Chapter 8 Remeshing. What Is Remeshing? Why Remesh? Introducing the ZBrush Topology Tools. Polypainting. Using the ZBrush Topology Tools. Remeshing the Shoulders. Remeshing a Head with NEX. Creating the Initial Mesh with NEX. Adding the Eye and Mouth Bags. What's Next? Chapter 9 Texturing. UV Texture Coordinates. Mapping UV Texture Coordinates. Editing UVs. Importing UVs into the Tool. Creating Texture Maps for Skin. Creating Textures for Subsurface-Scattering Shaders. Mottling the Skin. Painting the Epidermal Layer. Exporting Textures from ZBrush. Surface Noise. Activating Surface Noise. Converting Bumps to a Normal Map. Chapter 10 Costuming. A Costume Workflow. Creating the Mask. Preparing the ZBrush Topology Tools. Making a Base Mesh. Generating a Hero Mask from the Topology. Sculpting the Costume Details. Sculpting the Mask. Sculpting the Shirt. Adding a Repeating Pattern to the Sleeves. Sculpting the Pants. Storing, Recalling, and Editing Masks as Alphas. What's Next? Appendix About the Companion DVD. What You'll Find on the DVD. Chapter Files. Extra Videos. System Requirements. Using the DVD. Troubleshooting. Customer Care. Index.