Hey Guys,
Pic showing the problem …
Hey Guys,
Pic showing the problem …
UVs do not use actual pixels but float values that are proportional to the texture size. It is best to use a texture size that is the same as when the UVs were created and also a power of two - 512x512, 1024x1024, 2048x2048 etc.
The Shadow Box UVs uses a texture of 1024x1024. A texture of 2048x2048 will be OK but I don’t think you’ll see a great advantage in the results you get - it’s generally best to create a basic shape with ShadowBox for subdividing and detailing later rather than trying to get lots of detail at the start.
Hey marcus,
D.
Take my reduced one up there, upsize it to 2048x2048 and see if u get anything different. I also tried different SB resolutions,
OK, I had not looked at the UVs. They do not go to the edge of the map - they are inset by 20 pixels (at 1024 size) all round. That’s why you get the wrapping with your map.
Export a map as a template and you’ll be OK. With the ShadowBox loaded:
You can then load it into Photoshop and create your own map to match.
HTH,
Ok thanks Marcus. Makes sense from what I’m seeing here. Will do that. Thanks for taking the time to look at it and figuring out a workaround. 
I’ll post up my results later today.
D.
Actually I should have remembered that it’s a good idea to not have UVs right to the edge of the UV space, as ZBrush can wrap any pixels that stray over the edge (it only handles one UV space - 0,1).
Worked perfect … thx again Marcus. I’m thinking “map from UV Check” could come in handy in a lot of places.
D.
EDIT: I added the final working image just in case someone wants to use it. Just load it up in ur textures then in the Tool/Texture and it lines up pretty well.

That’s great Dan, I’m glad you got it sorted. 
Also, I thought this method might interest you:
http://www.pixologic.com/docs/index.php/ShadowBox#Using_Alphas_in_ShadowBox