When finishing sculpting and painting in Mudbox, I extracted texture maps under UVs & Maps. There are multiple types of maps to choose, I chose vector displacement map here because it contains more information than displacement map, so it might perform better when rendering with Arnold in Maya. Normal maps are commonly used in games.

We have some options for vector space. Because I just need to render it using Arnold, I just chose Absolute Tangent, it is a choice with the most flexible effect.
If we want to use the extracted maps as stamps or stencils used in Mudbox, Relative Tangent will be necessary.
World vector space is used for the undeformed and still objects such as environment. Object vector space is used for the undeformed objects usually.
Whatever the vector space is, we need to select the same one in Arnold material settings.
It is important to use 32-Bit for displacement maps.
Remember to tick on smooth target UVs, otherwise the rendering result will show errors.


The file which was sent from Mudbox was set in phong material as default. Therefore, we need to assign an Arnold material to the material, such as aiStandardSurface. We can edited the attributes and insert images in Hypershade window by using node graphs. For displacement maps, it is important to use raw colorspace without filters, as this type of images need to transfer accurate information.


Set the subdivision type as catclark with suitable iterations will improve the rendering result. A high number of iterations will result in longer export/render times.

I also tried to render it with a displacement map, here is the result:

For the background board, I downloaded the texture for website and used the normal map instead of displacement map or bump map.
