ZBrushCentral

Reconstruct Subdivide issue

Has anyone experienced your uv’s getting messed up when you perform a reconstruct subdivide. I had a mesh originally done in mudbox and had it fairly detailed. I then wanted to take that mesh and import it into zbrush for further detailing painting, etc. I imported my highest level from mudbox (level 7) performed a reconstruct subdivide all way back down 7 levels (from 8 mil to about 2k polys). In doing so, I noticed that all of my uvs look to be intact but when you actually look at it in maya’s uv texture editor, they are almost entirely split apart. I had to go back in and perform a move and sew to all of the uvs to put them back together.

Any ideas as to why this is?

Thanks for any help.

I don’t believe that Zbrush has ever keep UV’s intact during a reconstruction…but I could be wrong on that one.

to remedy this you can export out your High and Low from Mudbox, import in the low first…subD up to the highest level and import that.

The reverse is also true…start high, reconstruct, import in the correct low with the correct UV layout.

thanks goast666. I’m not even entirely sure that it is just the reconstruct subdivide. I think they also get messed up when just exporting your base mesh out of zbrush. That is if for some reason you need to export it out again because you may have lost the original base with intact uv’s.