Hi all,
I created an object in Maya with UV exported to FBX and imported into Zbrush.
When I divide the model, the UV seams stretch.
I tried to activate and deactivate SMT and SUV, but the result does not change
In Maya, the option to preserve edges and corners exists when smoothing.
In Zbrush?
How can I solve it?
Thanks in advance.
Hello @littleball3d!
For what purpose are you subdividing this mesh? I can be more useful telling you how to do something, rather than giving you a bunch of technical answers for things that ultimately arent that important. Not that I even could. In most cases, it’s better to ditch your UVs when working in ZB anyway.
There are a number of issues here, but if your goal is texture creation or detail sculpting, then your current topology, while efficient, will return poor results in Zbrush. Optimal topology in Zbrush is evenly distributed quads, as close to square shaped as possible. Your long rectangular quads will produce distortion when sculpting or painting, and smooth much more drastically when subdivided.
The only topology that matters is your export level topology (commonly subd level 1), so worry about how textures look on that. Generally, when working with imported meshes that must match the topology in another application someplace, you would import the mesh, re-surface a duplicate with Dynamesh or ZRemesher (which will break your UVs anyway) for best results in Zbrush, then project the detail back onto the original with the UVs once that work is done.
Subdividing a mesh alters it slightly at all levels of subdivision. Remember that if the topology hasn’t changed you can re-import your original UVs into the base level geometry at any time to restore them or save a Morph Target of the original, unaltered mesh and restore it. The latter is actually required when generating normal or displacement maps for imported geo if it needs to match another mesh someplace exactly.
Also be sure to read the tooltip for the Tool > Geometry ReUV button.