Figured I’d document another strange problem/bug in 3.1 (on Vista). No
hits on a forum search for this one.
Twice now I’ve exported an OBJ from blender into ZB for detailing to have ZB mess up the UVs.
I have a complex ‘mechanical’ model made3 of of numerous objects that all
have a single UV map. I export the entire model to ZB as object groups,
and split the groups into subtools once in ZB.
So far so good.
Then I edit one or more part of the mesh, the changes are usually very
small, I may or may not use Symmetry, I almost always subdiv 2 or more
times.
If I now attempt to run ZMapper on the resulting base mesh, I find the UVs
are damaged. This results in one or more subdiv 1 polys not mapping correctly, and the normal map gets messed up.
If I export the mesh back to Blender to look at the UV’s it shows one or
more ‘edges’ missing from the UV map in its UV edit window (so far never
more than two).
I can get around the problem by re-importing (to ZB) only the part of the
mesh that gots messed up, and doing the editing BEFORE adding that
part back to the subtool list. ZMapper now has no problems, and I can
export a good mesh (obj), and generate a good normal map.
Methinks this has to be a problem in subtool UV handling?
I’ve done all I can to check the original mesh and it’s UV’s. It checks out
clean both in Blender and ZB (using UV check).
G