- Select Maps
                  > Extract Texture Maps > New Operation.
               The Extract
                     Texture Maps window appears. For a complete description
                  of all of the extraction properties see 
                           Extract Texture Maps properties.
                
- Select Normal Map, Displacement
                  Map, or both in the Maps to Generate list.
            
- Specify the low resolution target model
               by selecting it within the 3D View, then
               click Add Selected.
               The target model name
                  appears in the Target Model list.
                NoteIf 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 3D View,
               then click Add Selected.
               The source model name(s)
                  appears in the Source Models list. If an incorrect
                  item appears in the list, select the item and click Remove.
                NoteEnsure 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 Method used
               for the extraction (Ray Casting or Subdivision). For
               more information on when to use each method, see 
                        Method.
            
- Enter a Search Distance value
               for the extraction.
               The Search
                     Distance 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 Best
                     Guess 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  Sculpt 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  Search Distance value
                     to get best results. See  Troubleshoot texture extraction.
                   
 
- Click the folder icon   beside Base
                  File Name to open the Save As options. beside Base
                  File Name to open the Save As options.
- In the Save As 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 Save as type drop-down menu (which
                     also specifies the Bits per Channel for the output
                     texture(s)),.
                  
- Click Save.
                      For more information,
                        see 
                                 Image bit depth and texture extraction.
                      
 
- To preview how the map appears on your
               target model, ensure that the Preview As Normal Map or Preview
                  as Bump Map setting is turned on.
               NotePreviewing 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 Extract 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.