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FROM MUXBOX TO MAYA : EXTRACT TEXTURE MAPS

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When I have completed the old man's head sculpting, the polygon shape was pretty much changed. So I had to send low resolution mesh from Mudbox to Maya. And I had to check uv texture that is changed the shape of the polygon. I updated the polygon to Mudbox. After that time I extracted displacement map. And I applied it on maya material.

 

When we extract texture map, We have to select different option, depending on objects. So I tested several options.  I was able to see the problem like those photos according to options. And Render options were important too. I used Mental ray of render applications.

Closest to lowres mesh 4K

Maps to Generate : Displacement Map Method : Ray casting Choose Samples : Closest to lowres mesh Image Size : 4096 X 4096 Antialiasing : 2X FILE TYPE : Open EXR Base per Channel : 32-Bit FP

Closest to lowres mesh 2K

Maps to Generate : Displacement Map Method : Ray casting Choose Samples : Closest to lowres mesh Image Size : 2048 X 2048 Antialiasing : 2X FILE TYPE : Open EXR Base per Channel : 32-Bit FP

Furthest inside 2K

Maps to Generate : Displacement Map Method : Ray casting Choose Samples : Furthest inside Image Size : 2048 X 2048 Antialiasing : 2X FILE TYPE : Open EXR Base per Channel : 32-Bit FP

Furthest outside 2K

Maps to Generate : Displacement Map Method : Ray casting Choose Samples : Furthest outside Image Size : 2048 X 2048 Antialiasing : 2X FILE TYPE : Open EXR Base per Channel : 32-Bit FP

Extract a displacement map

The following options are the best way of my object.

 

 

1. From the main menu, select UVs & Maps > Sculpt Using Map > New Operation

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2. Select Displacement Map

 

3. Select the source

 

4. Listed Target models low resolution mesh, Source models high resolution mesh

    Use the Add All, Add Selected, and Remove buttons to change the model listed as

    the source

 

5. Turn on Smooth Target Models, Use Creases & Hard Edges Buttons

 

6. Turn off Smooth Target UVs, Smooth Source Models Buttons

 

7. Select Ray Casting of Methd options

 

8. Select Closet to lowres mesh of Choose Samples

    Note   I tested other options. the best option was Closet to lowres mesh.

               when you extract displacement map, you have to find best option

               of your object. Default option is futherst outside.

 

9. Push Best Guess button

 

10. Turn on Test Both Sides Button

 

 

11. Select Generate one map for all targets

 

12. Select 4096 X 4096 of Image Size options

       Note  A larger Image Size produces more detail in the map, but increases

                extraction time and file size.

 

13. Select 2X of Antialiasing options

      Note When on, improves the quality of the final extracted image map.

               Higher values increase the amount of antialiasing that occurs and

               the time to extract the image map.

 

14. Turn off Normalize to Search Distance button

 

15. Select Texture of Map Type options.

 

16. Designate file format OpenEXR [32 bit Floating Point, RGBA] (*.exr)

 

 

 

 

 

Displacement map & Normal map in Maya

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The following is applied to displacement map and normal map test image. Displacement map make sculpting shape. And Normal map make details. When I applied normal map, I was able to make more details. So You have to select map according to circumstances.

Color

Color + Displace ment map

color + Displace ment map + Normal map

APPLY Displacement map & Normal map in Maya

The following options are the basic method of applying displacement map and normal map.

1. Select object, Change figure of object's Displacement map menu.

   Note  Intial Sample Rate : 6 -> 100

            Texture Threshold : 0 -> 100

            Bounding Box scale : 1.5 / 1.5 / 1.5 -> 3 / 3 / 3

            According to the figure, you could get different result. You could control to match the situation.

            In my case, the result was best when I used this figure.

2. Open hypershade, Open material.

   Note  We applied displacement map and

             normal map. The node is as follows.

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3. Dubble click material, Open color file

 

4. Designation image file

 

5. Open displacement map shader

 

6. Designation displacement map file

 

7. Open Bump attribute

 

8. Designation Normalmap file.

 

9. Select Tangent Space Normals of use as menu

Displacement map

Normal map

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