ZBrushCentral

zmapper problem

Does any1 know how to solve the this problem in zmapper (shown in image)
I sculpted my mesh and then realised the uv’s were a bit off (muppet)…so I exported and readjusted the uv’s, then used the zmapper technique to re-project the sculpt back onto the newly uv’d model…but it’s coing out with errors.
Is there a way to fix this or a completely different method I can try.

I’ve tried storeMT on the lowest sdiv lvl and then re-importing my mesh and pressing ‘switch’ but the model comes out with all these square looking tiles over it when I go back upto my highest sdiv lvl.

Any help would be appreciated

Sonder!

I’m guessing there’s a problem with the UV’s in that area. You’ll need to fix the UV’s then import again.

One thing that will help is to always make sure to leave some white space around the edge of your map. Not all apps register the 0,0 point the same, which means that UV’s can be carried to the opposite side of the map if they’re too close to an edge.

Thx for the reply aurick…but the uv’s hav been adjusted and corrected and also the uv’s are well within the 0.1 space…still no luck, it comes out come out messed up in the leg and head areas…very strange!

Sonder!