Hey guys, I have imported a mesh to Zbrush to sculpt that had been mirrored. I did a quick test to see if I could export out a quick normal. It seem that when I subdivided it moved my UVs around and there is a giant blank spot along the middle of the seam where I had sculpted detail. Is there a way for me to lock my UVs in place before I subdivide? I was just wondering what the proper work flow was to get this done.
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If it is asking/telling you that you have to re-project to mesh, then that means you vert ID order changed when sub-dividing. To work around this just export you lv1 1 zbrush mesh into maya/max. Adjust UVs. Re-import back into zbrush. and its fix.