-  Select . 
               
The  window appears. For a complete description of all of the extraction properties see Extract Texture Maps properties. 
               
 
             
            - Select , , or both in the  list. 
            
 
            - Specify the low resolution target model by selecting it within the , then click . 
               
The target model name appears in the  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. 
                     
                     
                   
                 
             
            - Specify the high resolution source model(s) you want to sample by selecting it in the , then click . 
               
The source model name(s) appears in the  list. If an incorrect item appears in the list, select the item and click . 
               
 
               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. 
                     
                     
                   
                 
             
            - Specify the  used for the extraction ( or ). For more information on when to use each method, see Method. 
            
 
            - Enter a value for the extraction. 
               
The  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  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
                      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  value to get best results. See 
Troubleshoot texture extraction. 
                  
 
                 
             
            - Click the folder icon 
 beside  to open the  options. 
             
            - In the  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  drop-down menu (which also specifies the  for the output texture(s). 
                  
 
                  - Click . 
                     
 For more information, see Image bit depth and texture extraction. 
                     
 
                   
               
 
             
            - To preview how the map appears on your target model, ensure that the  or  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. 
               
 
             
            - Click  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.