ZBrushCentral

Weird UV Overlapping problem

Uv-Overlaps.jpg

As you can see from the attachment I have a weird UV ‘streaking’ problem suggesting a UV overlap. You can see from the UV grab on the right that the UV is good, so whay am I getting this problem in ZBrush?
Doing a UV check in Z brush suggests an overlap here too so why is there a problem here and not on the original UV?

Thanks

Are you sure it’s not a problem before Zbrush? What app and plugin/tool are you using initially? What level of subdivision in Zbrush? How much RAM do you have in your system?

You need to provide more information for anyone to help you. It’s a consistant theme here, where everyone seems to think they have done nothing wrong and that it’s a Zbrush issue. I don’t work for Zbrush, but I do move a lot of files back and forth in various apps while working with people and haven’t seen these issues - except when someone has made a mistake. I’ve done it myself way back when. :wink:

Are you chance following the pipeline guide for Maya or XSI that have been posted or are you doing something other? If other, then what?

Hi Jason

Thanks for replying.
Since posting I have found that it is indeed a problem with Z Brush.
For some reason it takes a ponit on the UV and throws it back to its ‘0’ coordinates.
The work around is to store the morph target at sub d 1, import the model again and switch morph targets with restores the dodgy UV point. Crazy…

Interesting, make sure to post Aurick so the internal Wizaeds can check it out. :wink:

Thanks for posting the solution as well, it might help someone else.

I cant take the credit for it sadly…I stumbled across another post with exactly the same problem but I’ll forward it on to Aurick anyways

Thanks for your input…

hi

this little funky result append to me sometimes ( looks familiar )
the reason its becouze you have probably one or few vertex spread out
in the hige level of your model .

for my opinion go to your top level in the model
and check carefully if you can see point spread out
if yes you must to take them back to the original geometry .

after you change ( if you find some ) you must to go back
to your original software and change again the position of the uv/s
that snap to the coordinate

hope it help :wink: