To prepare to extract a vector displacement map, ensure that you have loaded all the source and target meshes you want in the scene.
When extracting vector displacement maps, the source and target models need to be either the same model, or two models that share an identical topology. Otherwise, an error message is displayed to indicate that the two models do not share the same topology at the base mesh level.
To extract a vector displacement map
The Extract Texture Maps window appears.
This ensures that the extracted vector map renders properly in applications that support UV smoothing. Otherwise, the map may render badly or look inflated.
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.
Do not use Relative Tangent if you are extracting a vector displacement map for use outside of Mudbox.
If you plan to use the map in another Autodesk application (such as 3ds Max, Maya, or Softimage), use the following guidelines when setting the Vector Space:
Lastly, note that you can extract a vector displacement map from a model with no UVs using Ptex. However, if you use Relative Tangent or Absolute Tangent space, the map can only be applied to models with UVs.
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.
A progress indicator appears during the extraction process. The output file has a _vdm extension in the name to indicate it is unique. (For example, <filename_vdm.tiff>. These files can be used as stencils and stamps within Mudbox.
If the texture extraction process fails to produce a map, or the map produced doesn’t meet your expectations, see Troubleshoot texture extraction.