Hello,
In switching between Maya, Zbrush and Mari I find many of my issues are UV related. I usually work by sending over base meshes which are already UV’d to Zbrush and then exporting the decimated high level mesh to Mari for painting and Mightybake for baking out my maps.
Troubleshooting UV issues in Zbrush is almost impossible as I don’t truely see the results of the smoothing within the UV morph mode. This means I’m constantly having to come out to Maya to check that my UV maps are still good.
I also can’t easily map and tile checker maps to my mesh.
Some feature requests which would make testing and UV’s a little easier:
1 - A proper wireframe viewer for UV layouts (no need for editing tools) I just need to be able to see and ideally compare UV layouts between objects. This should also allow for UDIM style tiles as currently using the morph to uv layers the various UV tiles over each other. The morph view also does not show the UVs in their smooth state … they show as linear even if they’re smoothed.
2 - The ability to set tiling on maps we’re importing. Currently I have to tile my UV checker map up in photoshop before loading into Zbrush. Perhaps more importantly this feature would also aid in the use of premade displacement maps. When making objects such as tree’s it’d be so useful to be able to import a map, apply it as a displacement and then dial the tiling up and down without the need to jump back and forth into Photoshop to get the tiling right.
3 - Opensubdiv smoothing of meshes and UVs … this would eradicate 90% of my problems !¬
Thanks !
ben