Hi Guys,
I’m creating a Lantern. I started with Maya for the basemesh and added the edde loops where I needed hard edges. But when I finished to sculpt with ZBrush and baked my texture, I had some areas stretched. I was able to tackle down some of them if I use smooth UV when dividing, but still… When you asked ZBrush to smooth the UV, the UV borders are not smoothed and their area streched…
Is there a way to fix that?
Is it one of the rare limit of ZBrush?
At the end, do I need to modify my UV on my low poly model?
Thx
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