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Give your low polygon object proper form and cara game di xbox360iso polygon resolution, and let displacement carry the details.
And that's really all a displacement map is - an image being used to store displacement data.
The bottom plane black ops 2 full game pc skidrow is at -20.0 units on the up/down axis.
The detailing you see on the right comes purely from displacement mapping - there are no normal or bump maps involved - and it matches the high resolution geometry of the original sculpt precisely.
Unfortunately 3D software is hardly ideal - and each software package tends to have it's own methods to accomplish similar tasks.Since the pixel values of a floating-point displacement map correspond directly to scene units, your object's scale becomes an important factor for guaranteeing accurate displacement amounts.However it's important to be sure you use a 16bit floating-point format to store your image, and NOT a 16bit integer format.To translate this discussion, select the language.Once we're done, we can go ahead and generate the displacement map for the middle plane (using the procedure listed below).We can now open and inspect the map in a program like Nuke - which works natively with floating-point images.The boxes on the side of the sphere are 5 units wide on all sides, and serve as a visual indicator to confirm correct displacement amounts.On the left: The basemesh without displacement mapping applied.



This is because integer formats do not support negative pixel values, which are used by floating-point displacement maps to represent carved-in areas.
Even though this example uses fairly extreme values (35.0 units up and -20 units down) the results are still accurate.
Until the day comes that all software packages can agree to use the same algorithms (like Pixar's OpenSubdiv initiative - email your software companies encouraging them to implement it!) there can be slight changes between your high res mesh to your displaced low res mesh.
The good news is these shifts are often subtle and become much less of an issue if your basemesh isn't very low polygon.
And a pixel value.0 doesn't displace your mesh at all.Figure 03, hovering over points of the displacement map in the Nuke viewer shows their pixel values.First we'll pull a point in the center up just enough so it touches the plane above it, and then pull two points down on the sides until they just touch the plane on the bottom.When we hover our cursor over the center point of the image - which corresponds to where we pulled up the mesh to touch the top plane - Nuke shows us a pixel value of roughly.0, which if you'll recall is exactly where.No 'displacement amount 'shift or 'middle point' settings had to be fiddled with - it correctly and accurately displaces the mesh right from the start.The top plane is.0 units on the up/down axis.And because the displacement map's pixel values are stored in floating-point format, they can contain pixel values far above.0, and negative pixel values far below.0.Where this can sometimes cause subtle shifts in precision for displacement is the topic of smoothing algorithms.