ZBrushCentral

Polypaint + Mirrored UVs problem.

I’ve read that ZBrush can work with mirrored UVs if mirrored isles shifted outside the UV square. Offset is 1.0 by U.
Though, when I polypaint over such mesh and then trying to create texture from polypaint data it picks pixels from random polygons. Well, there seems to be some order, but those faces are not first by index and not the ones I picked and kept inside UV square. All of them at the same height/depth so I have no idea why ZBrush like this particular polys.

How can I generate texture from polypaint ignoring polygons that have their UVs outside the square? Is it possible without physically removing unwanted faces?

Attachments

125.jpg

Duplicate the object and delete all the UVs outside the 0-1 space. Polypaint transfer and then copy the texture over to the tiled UV original model.