Bump because no one seems to notice this post and this issue is very annoying.
Here are some screen captures of the texture made from polypaint applied to the model and in photoshop, and the polypaint itself.
The UVs have no seams in this view, none of these are from UV seams. UV Map Border has no effect, it looks the same no matter its value.
It seems that Zbrush is doing something weird with my UVs. This mesh had no UVs during polypaint, I exported the lowest subdiv, unwrapped them in Headus UV Layout, then into max to move the shells around and split the mesh up the way the subtools are, then exported as obj. I have turned off settings in importexport to try and make sure that verts are renumbered.
When I import the UVd mesh at subdiv 1 it says “Mismatch points-order in the imported mesh was detected and auto-corrected.”
So why does Zbrush want everything ordered the way it orders, why can’t we use existing ordering without changing it. The UVs look great in every other program, but it looks like it’s getting shattered in Zbrush.
I need this unwrapped nicely, I already did it once, and I want to control where the seams are more than UVmaster will allow me.
Please, does anyone know what is happening. I try to answer people’s questions when I can, but it’s been 3 days without so much as a “we don’t understand please post a picture” or anything!
Thanks,
~Sean

Attachments

