ZBrushCentral

Smoothing UVs on all sd levels (for use with xNormal)

Hi,

I have heard the smooth UV funtion has been fixed in R2, sounds good so far. I know from some documentation that SUV can be used to sooth the UVs of a single subdivision level as they are recalculated. My problem with the previous version of ZBrush has been that the UVs when exported for use in xNormal seem to be divided or broken and I have it on good authority that they need to be smoothed.

I have tried recalculating the Uvs at each subdivision of my mesh with suv on but I still get the same problem.

Anyone who has tried to create a direction or height map from a ZBrush sculpt in xNormal will know what im talking about.

Please help.

Thanks.

Just to clarify, I only need the highest and lowest subdivision levels to have smoothed UVs because they are what I will export and bring into xNormal for map baking. In theory, the high sd level should have smooth UVs because I recalculated them with the SUV button on.

However I am not sure if my low sd level will have smoothed UVs because ZBrush does not let you do the above operation on this level.

This may be the source of my problem.

Anyone know if there is a workaround in Z4R2 to make sure that the lowest sd UVs are smoothed?

Thanks, hope this makes sense

:smiley:

This was probably a stupid question and this was probably reflected in the lack of response amongst the community. I have been told that the ReUV operation with SUV turned on actually does smooth the UVs of all subdivision levels at once.

This still doesn’t help my cause however.

I have posted the troubles I have had when trying to get an effective map (direction or height) out of xNormal in detail elswhere so I won’t perpetuate here.

Thanks for reading.

Trist

:slight_smile: