ZBrush coordinates are accurate. In most cases, seams and bleeds such as this are caused by differences in the way that various programs interpolate UV coordinates. For some applications, UV coordinates may need to be shifted by .5 pixel to the left/right/up/down in order to achieve perfect registration.
ZBrush allows this offset to be done using the following procedure:
- Import the mesh into ZBrush
- Import the texture or create a new texture with the exact dimensions that will be used in your other applications. This step is important because it allows ZBrush to calculate the correct value which will result in a .5 pixel offset.
- Adjust the AdjU and AdjV in the Tool>Texture menu (the offset should be .5 or -.5 in the U and/or V axis) and then press Apply UV Offset.
- Export the mesh to your other application and execute a test render.
- Repeat steps 3 and 4 until you find the correct offset.
- Make a note of the required offset and apply these to other models as needed.
This should resolve your problem. If it doesn’t, please post the question at ZBrushCentral in the Questions and Troubleshooting forum. Be sure to include the sample mesh and texture.
Also, it is recommended that you not use MIP mapping or texture antialiasing in Maya, as these can cause seams.