ZBrushCentral

Big UV problem

Hi. I have a big problem and I need some help. I have a model with a few subdivision levels, however it doesn’t have any UVs. It’s only polypainted. So I export my lowest subdivision level out into XSI and make UVs. After finishing UVs I go back to Zbrush,go to my lowest subdivision level and import the model with UVs so they are loaded to my ZTL. The UVs seem to look ok when I hit the UV check button - no overlaps at all. The problem is when I go to higher subdivision level some strange triangles show up. I didn’t modify the model at all. When I opened it in XSI the polygons were flipped so I inverted them back again, also I rotated my model 90 degress. Could that be the problem? Please help if any of You know the solution. Oh and please don’t ask me why the model didn’t have UVs in the very beginning. I’m not the one who actually modeled him. I just was to create UVs

Attachments

kowal.jpg

the problem is the 90 degree rotation.

when you want to change UV’s…don’t change anything, but the UV’s

It`s the 90deg turn.

With the flip, if your meshs normal front/back gone the wrong way, itll affect your mapping.

Thanks! Will it work if I just rotate the model back to its initial position or do I have to make my UVs one more time?

UV isn`t dependent on the Coordinate of the model.

However, Im actually more concern about the flip. Im not certain about this, but the HighRes Mesh was made based on the ± along the normal of the LowRes, since its flipped, it will cause negatives and jagged along the parts that got flipped and doesnt
Again, might be wrong on this.