ZBrushCentral

Preserve level 1 subd edges

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.

Attachments

subd_problem_01.jpg

So i found out that this is normal for zbrush to shift the edges as soon as you divide up your base mesh.

Would anyone be able to tell me how this would affect the maps created from zbrush if using the original UVs from Maya and rendering with subd smoothing preview.
Do I basically just need to export maps with ‘smooth uv’ active?