UVs & Maps menu

Create UVs

Automatically creates UVs for any mesh. Depending on your mesh, the following can occur:

  • If the mesh has no existing UVs, Mudbox creates UVs for the mesh on Level 0, and recreates UVs for any other levels.
  • If the mesh has existing UVs, a dialog box appears letting you choose whether to Replace Existing UVs or cancel the operation.
  • If the mesh is set up for PTEX painting, you cannot automatically create UVs, and a temporary message appears to indicate no changes are made.
Delete UVs

Removes the UVs from the mesh.

Note: You can assign this action a hotkey in the Hotkeys window.
Recreate Level UVs

Creates UVs for the currently active subdivision level by interpolating the model's UVs at the base level (level 0), only if UVs exist at the base level.

Flatten to UV Space

Produces a flattened copy of the 3D model. Vertices on the flattened version are repositioned to match the UV texture coordinate positions of the original model to allow texture painting or basic UV editing. The original version still exists and is made temporarily invisible. Hotkey: Alt + T.

Unflatten From UV Space

Deletes a model previously flattened by Flatten to UV Space and restores the display of the original model. Hotkey: Alt + T.

PTEX Setup

Opens the How to Prepare Your Mesh for PTEX window, the PTEX Setup window, or both. See also Prepare a model for PTEX painting.

Extract Texture Maps

Opens the Extract Texture Maps window, which lets you set options for texture extraction. This process samples and extracts sculpted information from a source model (high resolution) and saves maps that can be applied to a target model (low resolution). See Texture extraction overview and Extract Texture Maps properties.

Using texture maps to replicate detailed sculpted data works around the limitations of 3D applications and games consoles that don’t support models with extremely high polygon counts.

Sculpt Using Maps

Displaces a target model using gray-scale image maps. A range of bit depths for displacement maps are supported. See Sculpt using a displacement map and Sculpt Using Map window.

Related topics

Extract a normal or displacement map

Extract an ambient occlusion map

Troubleshoot texture extraction