ZBrushCentral

UV offsets and Displacement maps?

Not sure where to post this, so here goes.

I have an OBJ imported from MAYA6 (UV’s done in MAYA), which I have divided a few times and started sculpting in ZBrush. The end result is so I can save out a Displacement map to go back onto the original UV mapped MAYA object.

I’ve been careful to make sure that I am only using the INFLATE or SINGLE layer tool on this UV mapped object, since I don’t want to accidentally move some of the points and end up with a high resolution object that doesn’t reflect the lower resolution MAYA object tool that I started with. Does that make sense?

For example, I have a shirt that I push and pull while sculpting, and maybe I’ve moved the torso fold area down further toward the waistline. Well, the object was already mapped when I brought it in, these UV’s would be stretched. How do I account for the UV offset when doing a displacement map? Applying that map to the original object would displace it, but wouldn’t offset those UV’s, correct? Is there a way to regenerate the tool and the SubD to get clean uv’s?