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 list.
  3. Specify the low resolution target model by selecting it within the 3D View, then click Add Selected.

    The target model name appears in the Target Model list.

    Note

    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.

  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, select the item and click Remove.

    Note

    Ensure you select the subdivision level you want the map produced from using the level drop-down list next to the source model name.

  5. Specify the Method used for the extraction (Ray Casting or Subdivision). For more information on when to use each method, see Method.
  6. Enter a Search Distance value for the extraction.

    The Search Distance is a physical measurement that determines how far Mudbox searches to find 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. Click the folder icon beside Base File Name to open the Save As options.
  8. In the Save As options, do the following:
    • Enter a file name.

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

    • 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).
    • Click Save.

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

  9. To preview how the map appears on your target model, ensure that the Preview As Normal Map or Preview as Bump Map setting is turned on.

    Previewing 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. 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