This may be more of a Maya question rather than a zbrush question but I’ll ask it here anyway. Does anyone know of a good tutorial or what the best way is to layout uvs for a biped so that there are little to no seams and stretching? I have tried just about every possible way I can think of to get a good uv layout and no matter how I do them, when I export my displacement map and color map from zbrush and apply to my model in maya, i get seams from both maps. I have tried using several different projection types in maya and unfolding, relaxing, yada yada and making sure there is no overlapping occuring. I have also tried just using guvtiles as my layout for both maps and I still get a lot of seams. I don’t really get any stretching of the texture using guvtiles because they are all perfectly square but I get a ton of seams.
I will post images a little later to show you what I am getting. I just wanted to start this thread to see if anyone can give me some insight.
Thanks for any advice.