Since the UV Room may contain a number of different sets of UV Maps, first select the desired UV Map before proceeding with your export.
Just like exporting textures from the Paint Room – exporting from the UV Room involves exporting individual textures in the form of UV Maps, which correspond to Diffuse, Specular, Normal, Displacement, and Emissive texture data.
Use the Export options found in the “Textures” menu as displayed below:
The only remaining “Export” function is found in the “File” menu, which is the same option available in the Paint Workspace – “Export”, which exports a polygonal version of your model in one of the following formats – .obj, .lwo, .fbx, .stl, and .ply
No UV Map would exist in the UV Workspace without first having topology created in the Retopo Workspace – having seams marked and being “Unwrapped” and then “baked” into the Paint Room.
Alex Meister: The first step to exporting your model is to Apply UV-set; this is very important since exporting it without pressing the button first will not save your newly created UV.
There are multiple ways to export your model; I prefer Textures – Export UV since I do my textures in another program, and I like my geometry to stay the same.
File – Export will create a High, medium, or low poly that sometimes changes a few parts that you might not want it to do.
 日本語
 日本語  English
 English Українська
 Українська Español
 Español Deutsch
 Deutsch Français
 Français Русский
 Русский 한국어
 한국어 Polski
 Polski 中文 (中国)
 中文 (中国) Português
 Português Italiano
 Italiano Suomi
 Suomi Svenska
 Svenska 中文 (台灣)
 中文 (台灣) Dansk
 Dansk Slovenčina
 Slovenčina Türkçe
 Türkçe Nederlands
 Nederlands Magyar
 Magyar ไทย
 ไทย हिन्दी
 हिन्दी Ελληνικά
 Ελληνικά Tiếng Việt
 Tiếng Việt Lietuviškai
 Lietuviškai Latviešu valoda
 Latviešu valoda Eesti
 Eesti Čeština
 Čeština Română
 Română Norsk Bokmål
 Norsk Bokmål