Sculpting >
Sculpt using a displacement map

You can sculpt your models using displacement maps using the Sculpt Model Using Displacement Map feature. Using this feature, you can:

- Apply a displacement map to a model to pre-deform the model and save time when sculpting. Some sculpted features are more easily started using a displacement map as the starting point. You can then make additions to the model using the sculpting tools.
- Transfer details between models with differing topologies and UV layouts. For example, extract the details from a high resolution sculpt model for use on a lower resolution model that will be animated.

  The animated version has been optimized for animation and has a different topology from the high resolution version. You must first extract the displacement map from the high resolution source model to the low resolution target model (even if it has different topology from the higher detailed source model) so the displacement map can be correlated to the UVs on the low resolution model. Mudbox supports the extraction of displacement maps on models with UVs that exist outside the 0-1 range.

- Recreate a subdivision level from a Mudbox version 1.0.7 (or earlier) model, particularly if the model was created using the local subdivision feature (obsolete in Mudbox 2009). If the UVs correlate between the models. Then you can use Import As Layer using the UV correspondence option.
  NoteFor a displacement map to be applied to a model using the Sculpt Model using Displacement Map utility, it must have well defined UV texture coordinates. For more information, see UVs overview and Prepare a model for sculpting.

1. From the main menu, select Maps > Sculpt Model Using Displacement Map > New Operation.

   The Sculpt Model Using Displacement Map window appears.

2. Specify the target model to receive the displacement map by selecting the model name from the Target Mesh drop-down list.
   NoteDisplacement maps of 8, 16, and 32 bit floating point images are supported. For best results, use displacement maps that are 16 bit or 32 bit floating point as they can better represent the fine details on a sculpted model.
   NoteYou may want to pre-subdivide the target model receiving the displacement map(s) to a sufficient level. Otherwise, the detail provided by the displacement map may appear soft or blurred because there is not enough resolution in the target model to support the detail. If you are applying a displacement map from an earlier version of Mudbox (1.0.7 or earlier), pre-subdivide the base model to the same subdivision level (or as close as possible) as the model you extracted from before applying the Sculpt Model Using Displacement Map feature. You may need to make a few trial attempts at this.
3. Specify the displacement map by either typing its name in the Displacement Map field or selecting a displacement map using the file browser.
4. Click Go to apply the map.
   NoteThe displacement information is stored on a separate sculpt layer and can be modified: globally, by changing the opacity of the layer; locally, by applying masking to the layer.

Troubleshoot Sculpt Model Using a Displacement Map

Problem/Error Message | Cause/Possible solution
--- | ---
The displacement map appears soft or blurry after it is applied to the target model. | The model doesn’t have enough resolution to represent the detail in the displacement map. Subdivide the model further before applying the displacement map. This might require a few attempts before you determine the optimum subdivision level.
The displacement map appears with a stair-stepping effect after it is applied to the target model. | The displacement map resolution is too low in comparison to the resolution of the target model. Extract a displacement map that is higher in resolution. The bit depth of the extracted texture map was too low. Bit depth is a factor in how accurately detail can be captured in an extraction. Using texture maps with low bit depths may not accurately capture smooth gradations in height, resulting in a stair-stepping effect when later applied as a displacement map.
The displacement map produces visible spikes, undercuts, and artifacts that were not on the original high resolution model. | A variety of artifacts can occur particularly when extracting and subsequently applying a displacement map between models of different topologies and UV layouts. When this occurs, check that the UV correspondence between the extracted meshes is acceptable. Check that some spikes or dropouts did not occur in the displacement map during the original extraction. This would appear as white or black regions. Some cleanup work using the sculpting tools may be required in these situations. The Mask tool is useful in these situations.

Related topics

Prepare a model for sculpting

UVs overview

Import Mudbox files from earlier versions

Displacement maps overview

Increase a model’s resolution

Maps menu

Amplify, reduce, or invert sculpting on a layer