UVs & Maps menu
- Create UVs
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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.
- Recreate Level UVs
- Flatten to UV Space
- Unflatten From UV Space
- PTEX Setup
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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
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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
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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.