Texture extraction overview

 
 
 

Why extract a texture map?

Sculpting and subdividing models in Mudbox can produce models with very high polygon counts resulting in large file sizes. While you can easily export your models as either .fbx or .obj files for use in other 3D software and games applications, these software applications may not efficiently handle models with polygon counts in the range of tens of millions.

The recommended workflow is to extract a normal or displacement map (or both) that represents the high resolution surface(s) from Mudbox and export the texture maps so they can be applied to a simplified (low resolution) version of the model in another 3D application. As a result, the fine high resolution detail is maintained on a simpler version of the model.

The type of map you extract depends on your particular needs and production workflow. The UVs & Maps > Extract Texture Maps menu item lets you extract high resolution detail from a sculpted mesh in many image formats or in Ptex format. You can extract the following:

For most texture extractions, the source and target meshes can be low and high resolution versions of the same mesh or even arbitrary meshes that have differing topology but suit the production pipeline requirements.

When extracting vector displacement maps, the meshes must either have the same base topology, or one mesh must be identical to a subdivided level of the other.

It is also possible to extract detail from 3D laser scans of a real model and produce a map that can be applied to a digital mesh that has UV texture coordinates at a lower resolution.

Related topics

Extract Texture Maps properties

Normal maps overview

Displacement maps overview

Ambient occlusion maps overview

Texture extraction and image bit depth

Extract a normal or displacement map

Extract an ambient occlusion map

Troubleshoot texture extraction

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