Creating Game Weapons in CINEMA 4D and ZBrush
In this series of lessons, we are going to go through the process of building and detailing a sword using CINEMA 4D and ZBrush. Software required: CINEMA 4D R12 and up for project files, ZBrush 4 and up for project files.
What you'll learn
In this series of lessons, we are going to go through the process of building and detailing a sword using CINEMA 4D and ZBrush. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high-resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high-resolution detail in a way that we can more easily use. In this course, we will build a sword from scratch in CINEMA 4D. Once the base geometry is modeled, we will completely sculpt and paint the sword in ZBrush using a variety of techniques. To finish up, we will generate maps for the color and sculpted detail and use GoZ to quickly transfer all of the data back to CINEMA 4D. When you are done, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with CINEMA 4D and ZBrush and creating usable assets from them. Software required: CINEMA 4D R12 and up for project files, ZBrush 4 and up for project files.
Table of contents
- Creating the Main Blade Shape 10m
- Adding Thickness to the Blade 11m
- Modeling the Guard 7m
- Building the Grip 6m
- Transferring Geometry to ZBrush 5m
- Sharpening and Shaping the Blade 5m
- Adding Irregularity to the Blade 6m
- Painting the Blade 13m
- Sculpting and Painting the Bony Prongs 9m
- Sculpting and Painting the Guard 13m
- Detailing the Pommel 8m
- Detailing the Grip 9m
- Adding New Geometry to the Hilt 10m
- Creating UV Maps 9m
- Transferring Geometry and Maps from ZBrush 7m
- Making Final Material Adjustments 5m