I am using maps from zBrush with renderman, which interpolates UVs correctly when you make the object a subdivsion surface (its the same interpolation as maya smooth / catmull clark etc)
What I want to do is take this same object into zBrush and subdivide it once, this will be my new base mesh for some sculpting, as it looks like the subd does.
Problem is, zbRush does not seem to divide UVs properly on the borders, it does a linear devide rather than exponential so my UVs I calculate from will mismatch borders of what the subdivision will be like.
Heres some images below showing this…
- The original mesh that will be smoothed
2)zBrush has divided it once with smooth UVs on
3)zBrush has divided it once with smooth UVs off (internal UVs shift ) - What it should look like (this is renderman/catnull clark standard subdiv)
5)The problem on the prman subdiv with a map from zBrush
Can anyone suggest a workaround? Is there some options I may be missing?
Is there a way I can export my mesh from zBrush and update UVs ?
Doing a zBrush ‘divide’ on my object does not match vertex order to a subdivide in maya or renderman on the same object (different vertex order), and manually tweaking the UVs is out the question.
Thanks for any help
Ben