I discovered I need to rework the uvs on the basic primitives in ZB5 in order to properly polypaint them (the default uvs overlap the UV space and I need the default uv set up).
I came up with a solution which was to scale down the uvs to 99.93 percent. I actually think this is unnecessary in the U direction but it works, however on subdividing the mesh a big ugly black hole appears at the poles. This doesn’t seem to interfere with making the textures, but its annoying and confusing. Could someone please explain why this is happening and perhaps suggest a remedy? I’ve played around with the scaling numbers for a few hours and can’t seem to tweak it correctly.