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Extract a texture map
Texture extraction
Extract an ambient occlusion map
View normal maps on a model
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.
You can assign and preview
extracted normal maps on your models by importing the extracted
image as a bump paint layer using the Layers window
and then setting the model’s bump property to display the bump channel
as a normal map.
Extracting a normal map
- Extract the normal map for your model.
For more information on this process, see
Extract a texture map and
Extract Texture Maps properties.
TipRecord the Compatibility and Coordinate
Space properties you set in the Normal
Map Output section of the Extract Texture Maps window. These
settings are required when you set the normal map properties in
the material later on.
Assigning a normal map
to a bump paint layer
The default Mudbox
Material provides a bump channel and the necessary attribute
to preview a normal map. To assign the normal map to the bump channel
on the material you create a bump paint layer and then import the extracted
normal map onto it
- Assign the Mudbox Material to
your model (This is the default material and may already be assigned
to your model). For more information, see
Create and apply materials.
- In the Layers window,
ensure the layers display button is set to Paint,
then create a new layer ensuring that you set the Channel option
to Bump Value. For more information,
see
Create a new paint layer.
- With the Bump Value layer
selected, do either of the following:
- Select the extracted image map and click Open.
The normal map loads
into the Bump Value channel of the Layers window.
The normal map won’t appear correctly on the model until you select
a few properties in the material’s property window. For more information,
see
Setting the material properties to display normal maps.
Preparing the target model
for the bump map
To see how the normal
map appears on the target model (whether it’s a lower resolution
version of the same model or an arbitrary model), 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.
- Press the Page Up or Page
Down key until you display the appropriate subdivision
level on the target model that will use the normal map.
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.
Setting the material properties
to display normal maps
To display a normal map
on a model you set the display of the bump channel to display normal
maps instead.
NoteBefore previewing
your normal map turn off the visibility for any other existing bump
layers on the material.
- Display the properties for the model’s
material using any of the techniques described in
Edit a material’s properties.
- In the material’s properties window,
do the following to turn on the display of the normal map:
- Turn on Display Bump as Normal
Map.
- Set the Coordinate Space property
to match the same output settings as when the normal map was originally
extracted.
- Set the Compatibility property
to match the same output settings as when the normal map was originally
extracted.
NoteIf the shading of
the normal map appears incorrect, you can experiment with the Coordinate
Space and Compatibility settings until
the shading appears as you expect.