ZBrushCentral

Broken Geometry - Subdivision Levels - UVlayout

Hello All,

I am hoping someone may have come across this issue or will know what happened/how to fix.

I created a low poly model in modo and then subdivided a couple times and modeled a high poly version.

When bringing the low poly model into headus uvlayout after it appeared there were extra vertices/separate edges.

Here is a screenshot to show what I mean:

Would anyone know how to fix this or prevent this when subdividing my model to work on high poly?

I would hate to have to start all over :S

Attachments

zbrush_character_uvlayout.png

Ok I was able to use GOZ and bring it into Modo and cleaned the mesh. After going back to zbrush and exporting again it looks to be better.

Would still be interested to know anyones thoughts into what happened here as I can’t figure out why subdividing and sculpting detail would add overlapping vertices/polygons.