ZBrushCentral

4R6 UV problem

hi guys, I’m having this problem right now at work with zbrush 4r6 and I’m hoping somebody could help me out.

My current work flow is bring in my base mesh , divide and sculpt however I found that in 4R6 regardless if smooth UV is turned on or off, when I divide my mesh my UV is been altered somewhat, it’s almost like it’s been relaxed as the mesh gets subdivided.

The problem could have been in other versions of zbrush as well but because the current asset I’m working on has already been textured and I need to keep my lowerest subdivision level UV intacted and later on export them as my new basemesh.

Can anybody please let me know if there is a trick to work around this problem.

Thanks

  1. Go to the lowest subdivision level.
  2. Import the original mesh (with its UVs).
  3. Without changing subdivision levels, create normal and displacement maps.