I did a search for this but could not find anything close to what I’m experiencing. I have a mesh that has multiple UDIM tiles and I use multi map exporter to bake them out. Initially, I was getting unwanted values in areas I did absolutely no sculpting in which resulted in a general puffing up of the model in render time. I found the solution in storing a morph target before subdividing or bringing back in the original obj to get back the initial shape, then bake the maps. The problem is it worked on only SOME of the pieces. There are a few pieces that refuse to work even though I’m replicating the process exactly on those ones.
I tried an experiment where I brought the UVs of the uncooperative meshes into 0 to 1 space in Maya then back into zbrush to bake maps out and it worked! I only got values in only the areas I did sculpting in. The thing is those UVs NEED to be in the original UDIM tiles and not moved to 0 to 1. If anyone knows what’s going on it would be greatly appreciated. It’s a bit urgent.