Game Development Reference
In-Depth Information
opens up the possibility of providing a compact and more ecient approach (see
Section 16.4.1 in this article) to rendering highly detailed surfaces in a hardware
accelerated, real-time environment.
16.5 Conclusion
Vector displacement mapping provides an effective and e cient means for the stor-
age and transfer of complex geometric details. Tools and brushes within Mudbox
can be customized with vector displacement to provide specific effects on a mesh.
Furthermore, vector displacement libraries also allow intricate and complex details
to be quickly accessed and used in a sculpting workflow. The use of vector dis-
placement mapping to help preserve, or maintain, a specific look, design, or style
can aid in any sculpting-based pipeline.
Bibliography
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topicNumber=d0e22071 , 2010.
[Bernard 10] Teresa Bernard. “Principles of Good Design: Unity, Art Lesson #9.”
Availableat http://www.bluemoonwebdesign.com/art-lessons-9.asp ,2010.
[Burley and Lacewell, 08] Brent Burley and Dylan Lacewell. “Ptex: Per-Face Tex-
ture Mapping for Production Rendering.” In Eurographics Symposium on Ren-
dering 2008, The Eurographics Association and Blackwell Publishing Ltd.,
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[Carter 04] Ben Carter. The Game Asset Pipeline. Charles River Media, 2004.
[Chiang 08] Doug Chiang. Mechanika. Portland, OR: Impact Books, 2008.
[Davies 00] Dianna Davies. “Common Methodologies for Lead Artists.” Available
at www.gamasutra.com , 2000.
[Williams 09] Freddie E. Williams, II. The DC Comics Guide to Digitally Drawing
Comics. New York: Watson-Guptill Publications, 2009.
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