You can transfer color from one model to another similar model using a process similar to texture map extraction. Transferring paint layers lets you re-purpose paint work by baking color onto a new mesh (with or without new UVs).
Transferring paint layers can be useful, for example, when:
Transferring the paint layers from one mesh to the other in all of these cases lets you keep the paint work you have done so far by applying it to the new model.
The target model must have a unique material (not shared with any other object in the scene.) If your target object shares a material with other objects, Mudbox will automatically create a new material for it during the transfer.
For best results, use the same type of material on the source and target objects. If they are not the same type, paint layers can still be transferred as long as the source and target materials have channels with the same names.
The Extract Texture Maps window updates to display the Transfer Paint Layers options.
Use Subdivision if the source and the target have the same base mesh. If the source and target have different topology, use Ray Casting.
If you select a fixed size (such as 1024x1024), each transferred paint layer adopts that fixed resolution. Select Same as source to have each transferred layer adopt the same resolution as its corresponding source layer. Select 2x Source to double the resolution of the source layers in the target layers.
(For a complete description of all the extraction properties, see Common map extraction options.)
Depending on the options you have set, paint layers are transferred from the source to the target model.
Mudbox samples the textures on the source model and applies the color onto the target model. The names of the paint layers added to the target model are created based on the source paint layer names.