ZBrush Digital Sculpting Human Anatomy
Taking 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.
- Mixed media product | 416 pages
- 200.66 x 251.46 x 25.4mm | 1,133.98g
- 11 Dec 2010
- John Wiley and Sons Ltd
- John Wiley & Sons Ltd
- Chichester, United Kingdom
- 1. Auflage
Back cover copy
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(R), 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
Table of contents
Introduction xiii Chapter 1 Blocking In the Mesh 1 Sculpting the Figure 2 Gesture, Form, and Proportion 3 Gesture 3 Form 5 Proportion 7 From Basic Forms to Complex Shapes 9 Anatomical Terminology 10 Creating a Base Sculpting Mesh 15 Building a Sculpt Mesh in Maya 15 Building a Sculpt Mesh in ZBrush 26 What's Next? 37 Chapter 2 Gesture and Masses 39 Looking at the Figure as a Whole 40 Crests and Valleys 40 Plane and Profile Analysis 42 Sculpting a Basic Figure 42 Getting Started 43 The Legs 48 The Chest and Shoulders 54 Analyzing Planes 68 What's Next? 69 Chapter 3 The Head and Neck 71 The Skull 72 Proportions and Placement of Facial Features 74 Placing the Features 74 Sculpting the Basic Skull 75 Refining the Initial Sculpt 84 The Facial Muscles 90 The Masseter and Temporalis Muscles 92 The Zygomaticus Major and Minor 94 The Orbicularis Oris 95 The Triangularis and the Mentalis: The Chin 96 The Frontalis: The Forehead 96 The Orbicularis Oculi 97 The Buccinator Muscle 100 The Facial Features 100 The Nose 100 Closing the Mouth 103 The Neck Muscles 106 Refining the Surface 109 Sculpting the Ear 110 Adding Character and Refining Forms 113 Final Adjustments 117 What's Next? 125 Chapter 4 The Torso 127 Changing the Torso Masses 129 Model Preparation: Storing a Morph Target 129 Adjusting the Chest Mass 130 Sculpting the Torso 132 Pectoralis 132 Abdominal Muscles 136 Serratus and Oblique 139 Muscles of the Back 142 What's Next 149 Chapter 5 The Arms 151 Basic Forms 152 Muscular and Skeletal Anatomy 153 Skeletal Landmarks Addressed in This Chapter 156 Muscles Addressed in This Chapter 156 Sculpting the Arm 158 Shoulder and Upper Arm 158 Triceps 163 Lower Arm 167 What's Next? 177 Chapter 6 The Pelvis and Legs 179 Basic Pelvis and Leg Forms 179 Skeletal and Muscular Anatomy 182 Muscles of the Pelvis and Leg Addressed in This Chapter 185 Sculpting the Pelvis and Legs 186 Adjusting the Leg Position 186 Sculpting the Pelvis and Buttocks 190 Sculpting the Upper Leg 192 Sculpting the Knee 200 Sculpting the Lower Leg 204 Sculpting the Finishing Pass 212 What's Next? 213 Chapter 7 Hands, Feet, and Figure Finish 215 Anatomy of the Hands and Feet 216 Relative Proportions 216 Skeletal Structure 218 Anatomical Direction 220 The Surface Anatomy of the Hand 220 The Surface Anatomy of the Foot 220 Block Forms and Planes 222 Sculpting the Hand 224 Adding Flesh Folds and Details 237 Sculpting the Feet 246 Finishing the Figure 253 Overall Form Changes 253 Adding Flesh and Fat 256 Chapter 8 Remeshing 265 What Is Remeshing? 266 Why Remesh? 267 Introducing the ZBrush Topology Tools 269 Polypainting 270 Using the ZBrush Topology Tools 278 Remeshing the Shoulders 281 Remeshing a Head with NEX 286 Creating the Initial Mesh with NEX 286 Adding the Eye and Mouth Bags 297 What's Next? 303 Chapter 9 Texturing 305 UV Texture Coordinates 305 Mapping UV Texture Coordinates 308 Editing UVs 313 Importing UVs into the Tool 315 Creating Texture Maps for Skin 317 Creating Textures for Subsurface-Scattering Shaders 318 Mottling the Skin 326 Painting the Epidermal Layer 328 Exporting Textures from ZBrush 331 Surface Noise 332 Activating Surface Noise 332 Converting Bumps to a Normal Map 333 Chapter 10 Creating a Costume 335 A Costume Workflow 336 Creating the Mask 336 Preparing the ZBrush Topology Tools 336 Making a Base Mesh 336 Generating a Hero Mask from the Topology 341 Sculpting the Costume Details 345 Sculpting the Mask 345 Sculpting the Shirt 352 Adding a Repeating Pattern to the Sleeves 355 Sculpting the Pants 358 Storing, Recalling, and Editing Masks as Alphas 369 What's Next 375 Appendix About the Companion DVD 377 What You'll Find on the DVD 377 Chapter Files 377 Extra Videos 378 System Requirements 378 Using the DVD 378 Troubleshooting 379 Customer Care 379 Index 380
About Scott Spencer
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.