Hi there,
I’m having an unusual problem with ZBrush and UV-mapping.
Like many people, I make use of UV stacking for bilaterally-symmetrical meshes to get matching detail on both sides. What I usually do is sculpt first and import UV’s to replace my low-poly base meshes in ZBrush last.
I’ve found that if I import stacked UV’s into ZBrush and export models from ZBrush with the ‘MRG’ feature on (as usual), ZBrush will merge both halves of the UV shells into one object, creating UV shells which aren’t easily editable by hand of UV Layout.
I suppose I could simply keep my UV models separate from the ones imported into ZBrush and simply not use exported ZBrush models with stacked UV’s, but if anyone knows a way to get ZB not to weld two different shells together (but weld UV points) I’d be glad to know about it.
Thanks in advance,
DB