Texture extraction >
Extract a normal or displacement map

1. Select Maps > Extract Texture Maps > New Operation.

   The Extract Texture Maps window appears. For a complete description of all of the extraction properties see Extract Texture Maps properties.

2. Select Normal Map, Displacement Map, or both in the Maps to Generate options.
3. Specify the low resolution (target) model by selecting it within the 3D View, then click Use Selected.

   The target model name appears in the Target Model field.

   NoteThe target model is the model that receives the extracted map. If the default base mesh for the target model (subdivision level = 0) is not the subdivision level you want the map produced for, you can specify a different subdivision level for the target model by selecting it from the level drop-down list located to the right of the target model name. When extracting ambient occlusion maps, the currently active subdivision level is used on the target model. If a different subdivision level is required, you must step up or step down to that subdivision level using the Page Up or Page Down keys.
4. Specify the high resolution (source) model(s) you want to sample by selecting it in the 3D View, then click Add Selected.

   The source model name(s) appears in the Source Models list. If an incorrect item appears in the list, simply select the item and click Remove.

   NoteThe source model is the model from which the sculpted detail is derived. If the current subdivision level displayed beside the source model name is not the subdivision level you want the map produced from, you can specify a different subdivision level by selecting it from the level drop-down list located to the right of the source model name. When extracting ambient occlusion maps the feature automatically takes into account all of the visible objects in the scene as being source models. This is why no source options exist for this extraction type.
5. Specify the Locate Method used for the extraction (Raycasting or Subdivision). For more information on when to use each method, see Extract Texture Maps properties.
6. Enter a Search Distance for the extraction by entering a value.

   The Search Distance is a physical measurement that determines how far the texture extraction feature will search to find any sculpted detail on the source model(s). It should be slightly larger than the distance between the maximum absolute displacement between the high resolution (source) mesh and the low resolution (target) mesh. You can select the Best Guess option if you are unsure.

   TipTo determine the distance between the source and target meshes, you can estimate the distance using the vertical line on the Sculpt tool that indicates the brush strength as a starting point. This line represents the distance the center of the tool moves the vertices in the current Mudbox units (the default is centimeters). You may need to experiment with the Search Distance value to get best results. See Troubleshoot texture extraction
7. Specify the Image Size for output.

   The Image Size determines the resolution of the image map and of the surface sampling between the source and target models.

8. Click the folder icon beside Base File Name and enter a file name Save As window that appears.

   This name is used as a prefix for the file name of each texture output.

9. To see how the normal map appears on your target model, ensure that the Preview As Paint Layer setting is turned on.
   NotePreviewing an extracted normal map on your low resolution model lets you determine whether or not the normal map extraction is correct before exporting it to another 3D application.
10. In the Save As window, select an appropriate file format from the Save as type drop-down menu (which also specifies the Bits per Channel for the output texture(s)), and click Save.

    For more information, see Image bit depth and texture extraction.

11. Click Extract to begin the texture map extraction.

    A progress indicator appears during the extraction process.

    NoteMudbox supports the extraction of displacement maps on models with UVs that exist outside the 0 to 1 range. Each UV tile is extracted as a separate image file and saved to the extracted files directory. These files use the naming convention: <filename>_u1_v1_g1.tiff where the U and V flags indicate the UV tile coordinates, and g indicates the gain value for displacement.

If the texture extraction process fails to produce a map, or the map produced doesn’t meet your expectations, see Troubleshoot texture extraction.

Note Remember to set the subdivision level appropriately so the normal map preview accurately reflects how it will appear when applied. Failing to do so will cause the model to appear with both the high resolution sculpting and the normal map effects which may not be desirable. For example, you can apply the normal map to the base level of the target model so it represents the sculpting on higher subdivision levels. Another workflow may require that the model be subdivided once or twice before sculpting and require the normal map to be applied at a subdivision level other than the base level.

Related topics

Texture extraction overview

Normal maps overview

Displacement maps overview

Image bit depth and texture extraction

Extract Texture Maps properties

Troubleshoot texture extraction