ZBrushCentral

4r8 GoZ cuts apart every poly's uvs when going to Maya

First off, 4r8’s new features are amazing… That said…

Sending things to maya via GoZ and it’s cutting apart all the poly’s uv’s. Am i missing something here, like maybe a new preference setting somewhere that relates to this?

Just bumping this as I figure it might get buried under the party that is the R8 release. Which I dig… but this is destroying uv’s and that sucks :stuck_out_tongue:

Temporary fix: upon sending to Maya via GoZ, immediately select all UV verts and use a Merge UVs command with low threshold, just so all the coincident uv verts weld together.

+1 was about to create a bug post for this but i though i remembered seeing someone else having this issue.

it seems to happen on FBX export. (which perhaps goz uses? ) obj export works fine and has properly welded uvs.

FBX export regardless of smooth UVS on or off creates unwelded uv edges for each polygon :confused: undesired.