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 appears. For a complete description of extraction properties see Extract Texture Maps properties.
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.
For descriptions of Shadow Map Resolution, Shadow Darkness, Shadow Contrast, and Filter see Ambient Occlusion Map properties.
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.