DOI QR코드

DOI QR Code

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang (Dept. of Multimedia, Gradute School of Digital Image and Contents, Dongguk University) ;
  • Xinyi Shan (Dept. of Multimedia, Gradute School of Digital Image and Contents, Dongguk University) ;
  • Jeanhun Chung (Dept. of Multimedia, Gradute School of Digital Image and Contents, Dongguk University)
  • Received : 2023.05.20
  • Accepted : 2023.06.10
  • Published : 2023.06.30

Abstract

With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

Keywords

References

  1. Soong Hyun Kim, "A Study on 3D Simulation and Mold Manufacturing for Special Makeup Character -- Focusing on ZBrush, CLO, Key Shot Program", Journal of the Korean Academy of Beauty, Vol.13, No.3, pp. 229-239, 2017. DOI:https://doi.org/10.15810/jic.2017.13.3.005
  2. YunChao Yang, Xinyi Shan, "A Study on the Usability of Zbrush in the Next Generation Game ", Journal of Convergence Contents, Vol.5 No.1, pp.38-40, Spring 2023.
  3. Chang-su Ryu,Chang-wu Hur,"ZBrush 3D Animation Character Modeling Using ZSphere",Journal of the Korea Information and Communications Society,vol.16, no.6, pp. 1312-1317 (6 pages),2012.
  4. DOI : 10.6109/jkiice.2012.16.6.1312Xinyi Shan, Jeanhun Chung, "A Study on the Development Direction of Traditional Cultural Contents in the Age of Convergence Media", The Journal of The Institute of Internet, Broadcasting and Communication, Vol. 22, No. 3, pp. 99-104, 2022. DOI: https://doi.org/10.7236/JIIBC.2022.22.3.99
  5. Jisu Jang, Jeanhun Chung, "A Study on the Digital Craft Convergence Cases Using 3D Printing Technology", Journal of The Institute of Internet, Broadcasting and Communication,Vol.22, No. 3, pp. 105-110, 2022. DOI: https://doi.org/10.7236/JIIBC.2022.22.3.105
  6. Xiaodi Cui, Xinyi Shan, Jeanhun Chung, "A Color Study of the Sky Area Focused on the Van Gogh's Paintings", International Journal of Internet, Broadcasting and Communication, Vol. 15, No. 1, pp. 113-119, 2023. DOI: https://doi.org/10.7236/IJIBC.2023.15.1.113