That was a weird title!? now here’s the Question.
I have a really detailed model made in another app using the oldskool
hardsurfacing method (adding edge loops closer to an edge to make it harder).
I have laid out the uv’s and now I want to further detail the piece in Zbrush.
Like adding scratches but noooo colour, thats all done in Bodypaint and
photoshop. The thing is, when I subdivide the model in zbrush, the positions
of my edge loops are re-calculated, the shape comes out exactly as expected
and I’m happy! BUT when i put a texture on it made in photoshop/bodypaint
there is horrible stretching! its because the edgeloops have shifted but the
uv’s remain in their original positions!
What is another way of subdividing my surfacing without getting this stretching?
Thank you for your time.
