ZBrushCentral

Merge UV not working

I’ve got a model I made entirely in Zbrush, when I export it though each face gets it’s own UV ‘shell’, it still has the layout I made from UV master, but each face is it’s own island, perfectly laid over the vertices of it’s neighboring face. This causes severe problems with normal map sampling in Substance designer.

Supposedly the merge uv option in both export options is supposed to prevent this behavior but I can see no difference in the exported model whether the merge option is checked or not.

Anyone have any insight on this issue?

export the object and then import it again, make sure weld is turned on etc.

then export again and see if that fixes the issue.

Tried it and unfortunately that did not work, thanks for the suggestion though.

For some reason I’ve had nothing but trouble with 4r6’s handling of UVs.

i can see that happening if you unwrap the model first as separate subtools, then merged them together with UVs enabled.

if the model is one tool and then unwrapped, UVmaster makes one UV map.

Yeah, I didn’t do that though. The thing that concerns me is that I don’t see any difference in the data whether I export the model with uvs merged or not. I am using Houdini to check the obj and Zbrush is definitely failing to handle the assembly of UVs from the low level point data.

I’ve had problems as well importing a clients mesh to work on, Zbrush would randomly weld points on import, regardless of what the options were set too.

These problems aren’t insurmountable, but they add unnecessary complexity to the workflow.

Have you tried checking Merge is ticked in Tools>Export?