It’s probably not the wisest decision to open my first thread with negative criticism, but I need to get this out: ZBrush is the most unintuitive, ass-backwards program I’ve used in my brief campaign of digital art. I see the potential, and think about how dominating it could be if it wasn’t so intentionally unorthodox. This means I now have a great respect for those early users who taught themselves.
This is my problem as it stands now:
I modeled, mapped a mesh in Maya, then exported the .obj to ZB, detailed and colored it there, finally got my export normal maps correctly back into Maya, and this is what I see:
[[img]http://img3.imageshack.us/img3/5335/maya2009030305172607.th.jpg[/img]](http://img3.imageshack.us/my.php?image=maya2009030305172607.jpg)
[[img]http://img150.imageshack.us/img150/5531/maya2009030305181310.th.jpg[/img]](http://img150.imageshack.us/my.php?image=maya2009030305181310.jpg)
[[img]http://img8.imageshack.us/img8/8824/maya2009030305295187.th.jpg[/img]](http://img8.imageshack.us/my.php?image=maya2009030305295187.jpg)
Seam after seam after seam - all over the UV map borders. Then I decided to Auto UV map my model in Maya, export a new obj, import/swap in ZB, export a new normal into Maya, and:
[[img]http://img8.imageshack.us/img8/5003/maya2009030305424031.th.jpg[/img]](http://img8.imageshack.us/my.php?image=maya2009030305424031.jpg)
It worked.
Except now my maps are an auto-map-mess. There's no way you could make detailed changes in Photoshop.
With all this being said, i ask: Can I have my nice UV maps and avoid the seams? Where did I go wrong? School me, please. :]