Hey, I’m hoping someone can help me with an issue im having…
I generally work in maya first to create the base shape, and uvs then take the model into zbrush to divide and sculpt on but this always seems to lead to uv issues when i take the levels back into maya, Which leaves me fixing the uvs on the 20k model but the uvs just dont seem to transfer over to the high poly properly so i can never bake the occlusion or specular maps on the high poly to use on the low.
I guess its something to do with the way zbrush and maya smooth the models. I would really like to know if it’s possible to subdivide every level in maya then use them in zbrush as if they where subdivided with zbrush? I suck at explaining but i mean so each level ive exported from maya is still influenced by the levels above and below the way subdivision levels are in zbrush? If its not possible does anyone have any ideas what i might be doing wrong?