ZBrushCentral

UV polygons broken?

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?

that is a very old problem. if its for rendering it looks ok, but if its for a game engine you should do the uvs again. what i do if i need the low poly of zbrush its export the model from max to zbrush, and dont do the uvs. export the low poly from zbrush to max, and do the uvs once you have the model you like.
hope that help you :slight_smile:

Alex, thanks for your reply.
I don’t really need the model from Zbrush but what i wanted to know is wether this problem (with the UVs) affects the creation of the dissplacement map which as i mentioned looks really wierd (faceded).
I’ll try to post an image of it tomorow.

in ZBrush Tools-> Export submenu -> Mrg (Merge Uv Cords) should do the trick for detached faces.