So I keep running across this UV problem over the years and it hit me again this week. UV map interpolation at rendertime on subdivided meshes using displacement.
because you can´t properly paint linear UV´s in 2D-programs like photoshop
so i would really like to see smooth UV´s in Zbrush - i mean, it´s already there, but until ZBrush 3.5r2 the suv-button would create smooth UV´s, but after switching between the subd levels the UV´s will change to linear
i have mentioned this problem quite often in the forum and to pixologic, and i wonder if it will be resolved with ZBrush 4
Ah ok, that is a good point. Photoshop post processing. That makes sense because it would be hard to replicate the hard edges.
Still, then the linear borders with smoothed UV center is another interpretation. Guess you can edit in pshop and not worry about seams in certain apps subD uv?
Well, it least I can ascertain what is going on now. This used to trip me up between mudbox, zbrush , maya, max, xsi and mental ray, vray, renderman.