Hi! I’ve followed a tutorial where you create a LowPolly mesh in maya for use in maybe a game or such and sculpt and paint i zbrush in order to extract a normal and texure map to use on the LP version.
So I’ve created a LP mesh, layed out the UVs. Inserted extra edges and edge loops so my hard surface would withstand the subdividing in zbrush, without messing up the UVs. Imported the mesh in Zbrush and stored a morph target and then Subdivided it and started sculpting and painting.
But when I started putting out the maps they got all distorted/stretched.
I’ve attached pictures of an example I put togehter to show you guys whats happening. I painted it and then pressed polypaint to texture and as you can see my texture suffered some mayor stretching when applied on my morph target. The HighPoly pictures is polypaint and the LP is the actual texture.
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