Okay so I built a pure quad base mesh t-pose for my character, was lazy and did not UV it right away. So after the sculpt and polypaint were finished I UV'd the tpose version of my character. Well I import the tpose and copy its UV set and then go to the posed version, go to highest sub division and select- polypaint-polypaint from texture. Then I go to lowest sub division and pase UVs then back to the highest and select- texture map- new from polypaint. This is where the problem is, the texture comes out all faceted... Anyone know why this is happening?
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sad to say there's not much hope for you but to re-unwrap and hope it doesn't happen again.
does Maya's obj export have settings? if so, copy what the max gw:obj exporter settings are for the zbrush export