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Texture UVs on imported model appear correct, but Noisemaker Alpha UVs are messed up

For 3D printing purposes, I often take low-detail in-game 3D models and use a displacement map in the Noisemaker Alpha On/Off slot to transfer some detail onto the mesh. This has always worked very well for me.

I’m currently trying to do this to a dragon model, but am having some issues. Here’s what the model looks like with the diffuse texture - there’s no problem here with the UVs. But here’s what I get in Noisemaker - everything looks wrong, as if it’s using a completely different set of UVs.

I’ve attached the model in question to this post, and here are the diffuse and displacement maps.

Thanks in advance to anyone who could offer some guidance.

green dragon new.zip (1.0 MB)

OK, I figured out the problem, and I’m writing this down in case anyone else encounters this issue. So it all comes down to the texture maps not being square. It seems Zbrush can handle that when it comes to adding regular textures to the model, but Noisemaker can’t. I stretched the maps in Photoshop to make them square, then stretched the UVs in blender to align with the new square maps, exported to Zbrush, and now things work as normal.