I’ve been going crazy for a few days chasing down UV issues between software. I just couldn’t understand why each time I took a mesh out of Zbrush I’d get unique UVs. After much testing I think all of my issues are down to the way the Smooth UV feature interacts with the user changing Subdivisions.
The issue is this: If you have SmoothUV ON then each time you go up and down the subdivs it constantly resmooths your UVs … a cumulative effect rather than absolute.
Here’s my steps (see the attached image for examples):
1 - Bring in a mesh from Maya.
2 - When I Subdivide I see that my UVs require smoothing so I hit smooth UV button up at SDiv 4 and hit ReUV.
3 - Nice and straight. Turn off Suv.
4 - Now whenever you travel up and turn the subdivs and realise you’ll see that they once again distort. Ok, no problem … no I hit Suv and ReUV again and the UVs develop a wobble
5 - It seems each press of the ReUV button causes a further cumulative smooth, with the wobble growing worse.
6 - Ok, lets try again but this time keep Suv turned on when I travel up and down the subdivs, again this is the same … each trip up and down causes a further smoothing added to the last.
So my question is, what exactly is happening and why ? … and how should I get round it ? I think for now I’ll try sending my post Zbrush subdivision lvl1 mesh into UVlayout. Relax the UVs and then reimport it. Essentially bypassing Zbrush UV smoothing altogether.
Disclaimer: most poly modellers would look at my mesh and say just add more support loops. Which is fair, however I think this extreme case has unearthed something I hadn’t realised about the way Zbrush smooths UVs.