Thanks for the reply, You can see the mesh flow in the image I attached to the first post located above. It has a few tris, as you can see, The texture still however looks correct if I don’t turn on SUV and don’t merge the uv’s. But if I do “mrg” on export then they get messed up, I think this is because in Max using turbosmooth actually smooths the UV’s along with the geometry. So by not using “mrg” on export of the obj from Zbrush, ahen I turbosmooth in MAx each poly is treated separately, there for it doesn’t smooth them as a whole, and looks correct in the render. However, when you Turn on SUV’s in zbrush, which is the way Max likes it for texture pruposes…you have to use the “mrg” feature when exporting that way turbosmooth smooths the entire mesh as a whole. The problem is that SUV doesn’t work properly in Zbrush 3.1, as soon as I go down a subdivision level it wrecks all the painting that I just did on the mesh when you go back up to the top level it’s all messed up and pinched. So if you have to make revisions, it isn’t going to keep the SUV’s once you go down any level
The reason I am using turbosmooth is “in this instance” I am only trying to paint a map and don’t need to make normal maps or displacement maps, and I didn’t actually make any modifications/sculpt details in Zbrush, just texture painting…but I need to keep it on the low res mesh for animation purposes.
Are there any plans to fix SUV’s in Zbrush?