ZBrushCentral

UV-map doesn't match...what happen?

my progress as follow:
1: export a low-mesh to 3rd part 3Dsoft (unfold3D magic) to set UV region.
2: import the UV-updated mesh in Zbrush3
3: turn on “frame” display the UV area to check, it’s fine. looks as in 3rd soft.
4: SplitGroup…Problem…

When i splitgroup, the mesh is not apart as UV’s setting… some poly just split to single piece…

Somebody happened this before? how to fix it?
try couple times…:cry:small_orange_diamond:cry:small_orange_diamond:cry:

Thanks~

After you import the mesh, you will probably need to also use Tool>Polygroups>Uv Groups. That ensures that the groups are set up based upon the UV maps. Then use the GrpSplit option.

If you still have trouble, then odds are that some of your UV’s are coming a bit too close to the edge of the UV space. Remember that not all programs register 0,0 exactly the same. Because of this, UV’s that are right near the edge can mistakenly be read as in an adjoining space.

tool>polygroups>UVgroups
tool>subtool>groupsplit

If that doesn’t work post up your UV’s and show which ones are outside of 0-1 space.

ok, Guys, please check my pic1 - 2 - 3~abit specify,
Could you please let me know about your method when you wish to setup the UV in 3rd 3D soft and re-import to Zbrush…I might try another method. Aurick, normally what would you do?

Attachments

pic1.jpg

ok~ that’s the Pic2

Attachments

pic2.jpg

Pic3, notice the UV group its not split as what i set

Attachments

pic3.jpg

First, your UV’s are wrong for using UV Groups because all the UV’s are in the same shell, or space. In order for UV Groups to work, there must be UV’s in multiple regions such as 0,0 to 1,1 and 1,0 to 2,1. Because the UV’s aren’t set up like that, the whole model should end up one color.

I think the reason why you’re getting some trouble with that, though, is because you haven’t left much space between the pieces there at that fingertip.