Game Development Reference
In-Depth Information
tational, scaling, positional and strength effects to the VDM stamp. It is also a
good idea to adjust the Falloff used for the stamp placement. The falloff tray in
the bottom right-hand corner of the viewport contains some useful presets to apply
varying degrees of edge falloff (and custom presets can be created and stored here
as well). For the most part, VDM stamps are best suited for little to no falloff
to apply the VDM detail to full effect. The effect of the VDM stamp can be seen
when simply dragging the brush across the subdivided mesh (see Figures 16.2 and
16.5 (a)-(c) ) .
Although similar to the application of stamps, VDM stencils are applied with
slightly different properties adjusted on the sculpt brush. Stamp spacing should re-
main very low or at the default setting (0-6.25). A soft falloff is usually a good idea
when applying organic details to allow for blending between existing sculpted fea-
tures. Properties applicable to the Use Stamp Image settings are generally avoided
for the placement of stencils (although they can certainly be used to blend with
stamps for varying effects). The Buildup property affects the overall rate that the
deformation (or applied VDM detail) will reach the strength value (the higher the
number value, the faster the rate of buildup). Stencils appear as a semitransparent
guide in the viewport, allowing for easy positioning, scaling, and rotating of the
VDM image. The sculpt brush is simply used to rub across the stencil to transfer
the VDM details to the surface of the subdivided mesh (see Figures 16.5(e)-(f) ) .
Of course, all of these settings are merely guides and suggestions and will need
to be adjusted to the artist's liking. For more detailed information on settings and
techniques for sculpting with stamps and stencils, refer to the Mudbox Documenta-
tion[Autodesk10].Severaltutorialsarealsoavailableat http://www.The-Area.com
and the “Mudbox Blog” (also on The-Area website).
16.4 Vector Displacement and the Art Pipeline:
Further Applications and Considerations
The integration of new tools and technology into an existing pipeline can often be
costly, time consuming, and can involve intricate debugging processes [Carter 04].
Complicating the matter is the need to provide training to existing artists or the
acquisition of application-specific talent. Both scenarios add to the overall financial
and time budgets allocated for a specific project. The use of vector displacement
in a sculpting workflow, however, requires a very low learning curve, little-to-no
research and development time, and can enhance pipeline and workflow e ciency
as a substantial time saver for sculpting intricate and complex details.
16.4.1 Enhancing Sculpting Pipeline Efficiency
Establishing consistency and eciency in any pipeline is of paramount importance.
The challenges encountered in the art pipeline within the game development process
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