You can extract an ambient occlusion map using different subdivision levels of the same mesh as the source and target mesh, or extract a map between multiple arbitrary objects, even if the source meshes have no UVs. See also Ambient occlusion maps overview.
When extracting an ambient occlusion map from a single object, you can select the same target and source models. If you have only one mesh in the scene, the object will automatically load in the Source Models and Target Models lists when you open the Extract Texture Maps window.
To extract an ambient occlusion map
The Extract Texture Maps window updates to display all Ambient Occlusion Map Extraction options.
Selecting the source model at the highest subdivision level provides the highest detailed ambient occlusion maps possible. You can extract an ambient occlusion map at lower subdivision levels, but fine detail will be lost and the appearance of facets may result because of the reduced resolution.
The other options available in the Extract Texture Maps window update dynamically depending on which type of file you want to extract.
The Image Size determines the resolution of the image map and the amount of surface sampling that occurs between the source and target models.
This name is used as a prefix for the file name of each output texture.
In the Save As window, you can also select an appropriate file format from the Save as type drop-down menu, and click Save.
For example, to automatically bake a texture to the target model(s) as a diffuse paint layer (on top of any existing paint layers in the Diffuse channel), click next to Base File Name to select an image format in the Save As window), and turn on the Preview as Diffuse option.
For descriptions of Shadow Map Resolution, Shadow Darkness, Shadow Contrast, and Filter see Ambient Occlusion Map Extraction options.
A progress bar displays on the Status Line as Mudbox calculates and composites the shadow maps. If you have multiple target objects, the progress bar may repeat the process several times.
If the model contains UVs within multiple UV tile spaces, that is, outside the 0 to 1 range, Mudbox automatically creates separate ambient occlusion maps that correlate to each UV tile and saves them to the directory you specify.
If you create your ambient occlusion map as an image file and apply it as a visible Diffuse paint layer, you can evaluate it and make successive iterations, changing the extraction settings, then extracting and previewing again.
If you extract successive ambient occlusion maps using the same file name, you overwrite the previous map, and the paint layer is automatically updated in the 3D View.
You can use the Paint tools to modify or enhance the ambient occlusion map (add shading, erase shading, and so on) when the map is applied as a Diffuse paint layer. For more information, see Painting.