ZBrushCentral

Problem with UV's / 3Dmax -> GoZ -> Zbrush

I have a problem when creating simple objects with 3Ds MAX, then importing to Zbrush and again returning to 3Ds MAX. Something goes wrong with mapping, the map seems to tear by the edges. These are the steps I followed:

I created some boxes in 3Dmax and then turned them into editable poly.

I exported them with GoZ.

In Zbrush i clicked “merge visible”

Then I executed UV master, I clicked Unwrap with polygroups ON (to get the UV’s separated).

Then I sculpted the boxes subdividing with SMT disabled so that the edges won’t get rounded.

I activated the Displace map with Flip v ON.

I activated the Normal map with Tangent and Flip g ON.

I exported back to 3D max, with GoZ again.

The result is that if I get close to the UV’s edge I can see they are broken in the planes intersection. I mean I can see through the intersection because it’s not closed. To fix this I came back to Zbrush and deleted lower subdivision so that the minimum level had more polys.

The problem was quite fixed, but… ¡damn! rendering (MentalRay) is much slower.

The question is: What am I doing wrong? Is there any other way to completely solve this problem? Could the UV creation process be the origin of the problem?

I leave some pics as an example.

Thanks to everyone answering. goal1.jpg

Attachments

goal2.jpg

goal3.jpg