ZBrushCentral

Strange UV map reading in ZBrush ?

If I make UV maps in external 3D software like Cinema 4D and than I import my model into ZBrush and I see few inconsistencies withing the layout of the polygons or UV groups is that suppose to mean my UV’s will have to be remade or should I just keep on sculpting and painting ? My goal would be to go back to Cinema 4D and export Normal and Displacement as well as Color maps so I need good UV’s.
Here is the example. I made these UV’s in Cinema 4D and they worked perfectly there but for some reason loaded little wonky into Zbrush. You will notice if you ZOOM IN that in Zbrush window few polygons are missing and my maps are mirror image. So what was left is now right and vice versa. Did you guys experience somthing like this ? Why is this happening and why are these polygons missing ?

Thank you

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It’s not uncommon for maps to be flipped between ZBrush and other apps. Normally, it’s vertical but in your case it appears to be horizontal. The fact that the UV’s are flipped won’t affect your maps at all. If you generate the maps in ZBrush, you need only flip them the same way on taking them to another application. If you generate the maps in another application, you don’t have to do anything unusual at all as the maps will automatically be correct for that application.

As for the missing polygons, I suspect that if you analyze the mesh you’ll find that these are places where you have bad geometry in some way, such as polygons with five or more sides but with points that overlap to where they appear to be just one point.

Thankls for your help. I know now that I can flip those UVs and solve that easily but as far as missing polys…not sure. Those were the feet and it was hard to model precisely inner part of the foot so I gues some N-gon or double point has occured. Thank you for great advices.