ZBrushCentral

Smooth UV for Cavity Alpha Maps

I have this model that I used SUV (Smooth UV) on for every Divide level. I used the Smooth UV feature for both my displacement and normal map. I now want to create a Cavity and AO map that matches the Smooth UV for my normal and displacement. My problem is that when I create the Cavity and AO maps they don’t not match up. Is there a way to Smooth the UV with creation of the AO and Cavity maps, the way Smooth UV works with Displacement and Normal Maps??

I’m using ZBrush4 and I can’t get the SUV to influence the Masking/ Alpha Creation like I thought it did. I thought this worked with 3.5?

Don’t know why this very old problem is not taken seriously by pixologic… :evil:

all type of generate map should have smooth uv option , it is very very heavy process to bypass the failure of this function (the smooth uv desapear if you return to the lowest sublevel of your tool, but not only , also if you delete a subtool of your current tool, and if you reload your tool…) for restore the smooth uv (advised to do taht before you start to paint a texture…) you must store the morph target of your mesh at the higher level, destro all subdivision , reload the original model (because the current is a diet version now), subdivise it with smooth option and switch to the morph target at the same level of stored.

The result of this bug is the inconsistency of the diffuse texture painted in zbrush with the normalmap (or displace) generated (because the smooth uv for normalmap is not an option since the non smooth show many seams problems)…

Ah, I see thanks for telling me what is going on. I’m glad I’m not the only one that has noticed. Yeah this has got to be fixed or explained better by Pixo.