Hey hey,
I haven’t been able to find a recent discussion of how current texture artists deal with creating normal maps and diffuse maps in Zbrush with overlapping UV’s. Let’s say you have a repeating or a symmetric element and you want to save texture space and overlap those UV’s. As far as I can tell ZBrush hates that while 3ds max is totally cool with it. So generating a normal map is impossible if you have overlapping UV’s. (maybe possible in max?)
Does anyone have any tips on how to tackle that problem other than generating a normal map in zb, taking the basemesh back to max, overlapping the uv’s, rearranging the texture in photoshop and trying to line it up to the new uv map? There’s got to be a better way.
Thanks for any input!
