The Extract Texture Maps window appears. For a complete description of all of the extraction properties see Extract Texture Maps window.
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.
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.
If the texture extraction process fails to produce a map, or the map produced doesn’t meet your expectations, see Troubleshoot texture extraction.
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.