Mudbox to Maya


Reduce your model to the lowest level – Level 0   [ Page Down ]
Select your model
Export Model using the OBJ format – Name-Level0.obj


MAYA:
Import your model (level 0) into Maya

MUDBOX:
Increase your model to the highest level – Level ?   [ Page Up ]


Displacement Map
UVs & Maps:  Extract Texture Maps > New Operation . . .
Rename Operation, Assign a name with –displacement or –disp
Change Method: Subdivision
Image Size: Larger for more complex objects – default is good.
Set file location
Assign a name with –displacement or –disp
Change file format to TIF (8-bit)


Normal Map
UVs & Maps: Extract Texture Maps > New Operation . . .
Rename Operation
Change Method: Subdivision
Image Size: Larger for more complex objects – default is good.
Normal Map Output
Compatibility: Maya
Coordinate Space: Tangent
Set file location
Assign a name with –Normal or –Norm
Change file format to TIF (8-bit)
Turn Off Preview as Normal Map

Ambient Occlusion Map
UVs & Maps > Extract Texture Maps > New Operation . . .
Rename Operation, Assign a name with –AO
Output Map Quality: Best
Change Method: Subdivision
Image Size: Larger for more complex objects – default is good.
Anti Aliasing: 2X
Shadow Map Resolution: Default
Set file location
Assign a name with –AO
Change file format to TIF (8-bit)

Turn Off Preview as Normal Map
 
MAYA:
Create a Blin Material
Turn down reflectivity, Eccentricity,  Specular Roll Off - NEED MoRE

Displacement Map
Go to the Materials Inputs
Load DISP image

Open Mental Ray Approximation Editor   Window >  Render Editors >  Mental Ray > Approximation Editor
Create Subdivisions and close window


Attribute Editor
Subdivision Surface quality Increase subdivisions  N Subdivisions: 4
Turn on Fine


Normal Map
Add Bump Node and apply the normal Map file.
Change Use As: Tangent Space Normals
Filter Type: Off


AO Map
Add file to Ambiant Color Bump Node and apply the normal Map file.

Filter Type: Off