Hi guys,
I know the title doesn’t make much sense or has otherwise given you the wrong impression, but I’ve got a problem. I’m trying to export a texture and .obj, bring it into a separate program, and load it in there. The problem is that the Uv’s in my mesh are different from the texture it produces! I don’t mean that it’s flipped, but that the UV faces (these are AUV tiles) are too small! They’re scaled down, but in the right position, so I get ugly seams and loss of detail in my final mesh! I tried loading the textures back onto the model in zbrush, and I still got the seams! To better illustrate it:
[
](javascript:zb_insimg(‘112217’,‘help.jpg’,1,0))
The outside box is the AUV tile in the texture, but the inner box is the actual UV coordinate. Is this a bug? Is there a Workaround? Is there a way to individually scale UV faces in blender or 3ds? Help please!
Any help is appreciated 
