Extract a normal or displacement map

  1. Select UVs & 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 window.

  2. Select Normal Map, Displacement Map, or both in the Maps to Generate list.
  3. Add the low resolution (target) model to the Target Model 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.

  4. Add the high resolution (source) model(s) you want to sample to the Source Models list, again ensuring that the subdivision level you want to use to produce the map is selected.
  5. In the Output Options, set the Map Type you want to extract: Texture (image file) or Ptex.

    The other options available in the Extract Texture Maps window update dynamically depending on which type of file you want to extract.

  6. Set the Normal Map Extraction options that you want. For example:
    • Specify the method used for the extraction (Ray Casting or Subdivision).
    • Enter a Search Distance value.
    • (Optional) If your target model has hard edges or creasing, keep Use Creases & Hard Edges turned on.
  7. Do either of the following, depending on which Map Type (Ptex or Texture) you selected:
    • For texture maps, specify the Image properties for output.

      The Image Size determines the resolution of the image map and the amount of surface sampling that occurs between the source and target models.

    • For Ptex, use the Ptex resolution options.
  8. Set the other Output options you want.
    • For texture maps, click the browse icon beside Base File Name and enter a file name in the Save As window that appears.

      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 Ptex, click the browse icon beside File Name to set the save options, and select the Data Format you want.
  9. (Optional) If you are extracting a texture map, turn on Preview As Normal Map or Preview as Bump Map to preview how the map appears on your low resolution target model.
  10. Click Extract to begin the texture map extraction.
    Note: Mudbox 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.

Related topics

Texture extraction overview

Normal maps overview

Displacement maps overview

Image bit depth and texture extraction

Extract Texture Maps properties

Troubleshoot texture extraction