ZBrushCentral

UV Layout App.

I have read and looked at most of the stuff on this UV situation and I must say what is or should be obvious to everybody.
First there seems to be no definitive easy workflow and that goes against the ethic of an “artist friendly” program!
Secondly I feel that if I buy a program like ZBRUSH that I get a “complete” workable tool. This is definitely not the case with the present ZBRUSH.
Thirdly - I fail to see why the users should be the ones that work out all the failures within this program, just really bad business attitude from Pixologic.
Fourthly - I do not have the time to read hundreds of supposedly helpful posts to get the info I need. Why does Pixologic not take this matter in its hands and do something about it? Very strange.

I know that I am going to get some anger because of what I say but guys this programme is the single most buggiest graphics proggy that I have ever worked with even if what it can do is great.
My suggestion to Pixologic is that they include all necessary UV components that are required to match any of the main 3D progs (ie Max Maya Cinema4d etc) and make a PDF workflow for each.
Make the release ASAP and do it so that we do not need to go to any outside proggy to get the work done. Exploding meshes eg is just rediculous.
Get your act together Pixologic and do the right thing. I am really sick of all this screwing around to get things to work.
We all love the program but you MUST FIX IT so that artists can get on with what they want to do without going thru hundreds of posts to get info that usually does not work.
Sorry - but that is what I am feeling - like it or not!

Thanks Sandman79x, you cleared my question. Now I have a better understanding with this UV map. The screenshot really helped.

Ps: I use the obj when importing and exporting with maya to zbrush.

I don’t know if this helps anyone, but I solved my UV problem simply. Maybe it doesn’t work with all apps.

I use Hexagon, best thing I have for creating UVs I have so far. But when I import the object from Zbrush, it reorders everything, so of course it explodes in Zbrush when imported as a base mesh.

Though, I don’t know exactly how it works, but UVMapper helped me.

I’d import the object into Hex, create UVs, save it as a new bject. Now, I launch UVMapper, I load the original exported object from Zbrush, untouched by anything else. Then I go to import UVs from the new object I saved from Hex. They show up in UVmapper, I save it as a new object. Finally, that object imports back into Zbrush with the correct order.

I also managed once to get a mesh from Hex that was reordered by using it as new topology on the tool I wanted to use it on, I make a new skin with projection on, but set to zero so the mesh isn’t effected by the rigging. And it seemed to work.

Ps: I use the obj when importing and exporting with maya to zbrush.
in the import options in maya…go down to the bottom and where it says “create multiple objects” click on the option “false” that will keep the point order in tact.

good luck on your projects !
salute to all!
Sandman