Creating a library of vector displacement maps that recreate common or repeating features such as ears, nostrils, or vertebrae lets you sculpt once and efficiently reuse the detail on any mesh. You can also use vector displacement maps to shape the Sculpt brush to create new effects, like twisting or folding, as you stroke.
This topic describes how to add detailed sculpt features to a mesh, including undercut or overhanging features, using a vector displacement map as a stamp or stencil. For general information on applying a vector displacement map to the sculpt a mesh, see Sculpt using a displacement map.
To sculpt using a vector displacement map
For example, you can sculpt a single, detailed vertebrae on a plane, then extract the vector displacement map of that feature using another basic plane.
For example, a creature mesh where you want to apply the vertebrae detail to create an entire spine.
This loads the map image as a stamp on your Sculpt brush in the 3D View.
This sets the tool to reproduce the full effect of the vector displacement map.
Mudbox reproduces the detail from your vector displacement map on the mesh as you drag. This is the start of an iterative process in which you adjust the Sculpt tool parameters to tweak the stamp effect, then reapply.
The settings you use depend on the effect you want to achieve. For example:
To create distinct, individual reproductions of your original sculpted detail, without overlap... |
or |
To shape the brush tip to create new sculpting effects (such as folding, tucking, or twisting) based on your original sculpted detail... |
---|---|---|
Set the Sculpt tool Strength and Buildup properties to 100. Set the Stamp Spacing property high enough to avoid stamp overlap (potentially greater than 100), and set a flat Falloff . |
Ensure the Sculpt tool Strength is set to 100. With Strength at 100, you can keep the default values for most other Sculpt settings. Keep the default Stamp Spacing (6.25), Buildup (50), and Falloff. |