[Zbrush 3.1, 3DS Max 2008]
I have a mesh that I’ve finished out in Zbrush, but now needs UVs applied in
Max. Normally this would be no problem, but I need to create a mirror UV set
for this one, as its a game character. Two hands, feet, etc.
I’ve tried importing the mesh, splitting it in half, UVing, then mirroring/welding
it back to its whole. As I feared, thats ruining the vertex data and importing
back into Zbrush causes the model to fragment. And I still need to generate
my normal and PolyPaint diffuse maps.
Can anyone share some insight into how this is typically done in the industry?
I feel like I’m missing some important, obvious steps here (?).
Thanks very much;
-n
