I have a character body that I set up with multi-tile UVs in MODO. One tile for the front and one for back. Once I was done sculpting in ZBrush I wanted to create the Displacement map for rendering back in MODO. So I broke the model into two pieces, using the polygroup from UV islands feature and then I used the split based on polygroups function. This made two separate subtools each with their own unique UV. I tried using the multi-map exporter and no matter what I do there is always a visible seam between the two surfaces. I tried also exporting maps separately using the old way, trying every kind of scaling I could, but could never get a bake that was seamless for the two surfaces. Anyone have any ideas how this could be achieved? Is ZBrush even capable of this?
The Multi Map Exporter plugin will handle UV Tiles without you having to split up the model into separate subtools. They do need to be separate UV tiles though, not all in the 0,1 UV space.
OK, I originally couldn’t get that to work, the first image would have both maps overlayed on it, and the second would just be a bunch of random triangle shapes. I eventually found that one of my vertices extended outside the 0-1 uv tile, so I fixed that, I guess I’ll try it again with the entire mesh merged. I did read in an older post that the mesh needed to have only 1 UV tile per subtool, but I guess that post was wrong. I doubt I could find where I read that though. Thank you for the reply!