ZBrushCentral

UV reordering

A strange problem has occurred a few times with meshes divided, sculpted on o posed, and then exported from Zbrush. I have an unwrapped base mesh with the same number of points as my newly posed mesh exported from Zbrush. I transfered the UV map from base mesh to posed mesh and all seemed fine until I looked at it with texture and realized all of the points had been moved around; vertices from the head were now on the arm, etc. Does anyone know why this happens, how to deal with it, ways to not let it happen again?

Thanks in advance.

what are you using to unwrap? what version of Zbrush are you using?

unwrapped in Maya, using Zbrush 3.12

I don’t know if this is applicable to maya but have you tried flipping the texture vertically ?

Why are you using ZBrush 3.12?

if i understood u correctly, i would say i had the same problem
when i make the UV “whatever the software i used to make the UV” when i import the object into zbrush it has its uv and once i’m done with sculpting and export it back to cinema 4d, it has no uv, i tried a lot until i find the reason
when i export the object back from zbrush to any other software, i choose from zbrush export palette to export the material. so when i import the object again in cinema 4d, it has its UV again

if this is ur problem, try this and i hope it will work fine with u