Hi, i have a problem with a simple low poly barrel i modeled and uv’d in modo:
http://93-interactive.com/img/goz/modouv.jpg
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Hi, i have a problem with a simple low poly barrel i modeled and uv’d in modo:
http://93-interactive.com/img/goz/modouv.jpg

hm, i noticed a little detail which could have something to do with it.
If you look at the modouv image, i have added some edge loops very close to the corners to keep the edges sharp on subdividing.
If i now subdivide the model in ZBruch, it alters these lines, so on the lowest possible subdiv level, they are significantly moved away from the edges.
Does ZBrush also alter the uv coordinates accordingly?
These edges are there only for ZBrush and i want to remove them again later, can i prevent zbrush from tampering the lowest subdivision level?
ok, i redid the uv’s in modo and now it works… problem solved so far (although i have to do all zbrush work again and hope it works this time)… if you also had this problem and found out whats going on let me know. The original uv’s did look fine and did work in modo, but somehow they seem to caused a problem in ZBrush.
I am having some seriously weird issues with Modo/GozBrush with Displacement Maps/Normal maps too. Kinda frustrated with it now
Can’t find a single link which has a complete detailed pipeline 