Hello.
I’ve been using Zbrush for years but i recently stumbled upon a problem i’ve never seen before.
I created a model in 3ds max, exported it, sculpted it, but when i tried to export a dissplacement map (both in 3.1 and 3.5) the result looked like a faceded diss map. After a few tests i exported the model (at it’s lowets subdivision) from Zbrush and reimpoterd it to max. There i noticed that while the object was fine in the UV editor the faces of the UV were ‘detached’ from each other (while the whole UVs looked ok).
I know it’s not a 3ds max isue as i exported a correct model, and reimported it to max and the UVs were OK. If i import the model to Zbrush and instanly export it, the UVs will be corrupted (faces detached from each other)
If i run a UVcheck in Zbrush there are no problems.
Anyone knows why is this happening?
