ZBrushCentral

UV map seam distortion

Hi,

i´ve recently started working on an anatomical study and hit a dead end now…
For the high frequency skin details i wanted to make a bump map.
Considering polycount limitations and such, i finally came up with a possible workflow: Using Multiple UV spaces and polypainting with HD Geometry in Zbrush.
But now i got these nasty distportions all around my UV-Seams.
I already encountered them on my displacement maps, but since i couldn´t find a fix, i just smoothed them out in photoshop.
That worked alright, since they were not overly detailed, but for my detailed bump map, thats not an option.

I layed out my UVs in Max, and because i read somewhere about smoothed uv-edges, wich max doesn´t do or something, i tried to just use the seams and unwrap using Zbrushes UV Master.
This way i also ruled out the multiple UV spaces being the problem.
I also tried “fix seams”, but that didnt work either.

So my question is: Is that just a problem everybody has to deal with and if yes, how to properly deal with?
Or is it just me?

Any ideas?

Attachments

UV-Seams002.jpg

wow. seams like i finally fixed it.
Just set the UV Border slider in the uv map rollout slider to zero and the distortions are GONE.

[EDIT]

Well, that got rid of the distortions, but now i see a fine line, where the seams are. This can be easily solved by clicking “Fix seam” in the texture rollout.
But since the displacement map isn´t placed in the texture map slot, there seams to be no way of fixing the seams inside of zbrush for displacement maps…
please correct me if i´m wrong!

Simple as that: Just set the FS Border to 1. Mine was set to 8, and that caused those nasty artefacts along my seams.
I just did some tests so far, so i still gotta confirm it with some of the more problematic areas, like the eyelids.