Hi,
Something I just recently noticed…
Was wondering if someone would be able to tell me if this is normal when subdividing up the base mesh to sculpt on. (I have Smt active). Base mesh with UVs created in Maya.
When I drop back down to level 1 there is a big change to edges, the UVs got deleted when i subdivided up however if i now bring back those UVs from my maya base mesh im assuing it will affect the maps, there will be stretching as level 1 geo and my maya base mesh UVs would no longer match!..
Top image is Maya the other is zbrush back down to level 1 after subdividing several times. As you can see the edges have all shifted, is this supposed to happen, how can I prevent it?
Also I’d prefer a solution without having to use GoZ, I’ve seen elsewhere that creasing would be one way to deal with it, however in zbrush I feel it would be very time consuming and perhaps not very practical.
Thanks.
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