Hey guys, I've been trying to figure out this problem with UV master for the past few days now and was wondering if you had any insight.
My model has 6 subdivisions. I took the lowest subdivision, exported it, UVed it in 3d-coat and then brought it back to zbrush. The problem begins when I copy the UVs from the low poly mesh back to my original mesh. The UVs get all weird and distorted.
I'd rather stay away from UVing in UV master as there is a lot of control lost when placing seams (especially for games).
Here' an album of some images if it helps.
http://imgur.com/a/fsP2p
Replies
From the look of the image, with UVMaster, you only have 1 vertex that isnt correctly positioned.
you could just re-export the lowest subd with the problematic UV vertex and fix in your 3d app, and then bring that back as i posted in my original post ?
edit, what version of zbrush you on?
http://i.imgur.com/vNYk7mJh.png
http://i.imgur.com/ii3zYReh.png
edit: just want to say thank you for the suggestions so far. I'm looking into my models vertex order now. Hopefully that will solve this problem.
edit 2: the original model was 5 objects merged together in zbrush. The objects are the body, r_eye, l_eye, upper_teeth, lower_teeth. When just exporting the body, uving it, and bringing it back to zbrush and copying the UV, there isn't a problem. There still is a problem when trying to UV on the multiple objects. One thing I noticed is that my other objects are not closed polygons. I'm going to give that a shot. The overall goal is to have the body, eyes, and teeth on the same UV map to save UV space and keep the density the same between them all.
1. Model with multiple parts that need to be combined to one part for UV mapping in Zbrush
2. Merge subtools in zbrush (save your separate tools as backup) and go to polygroups > group visible
3. Export model as an .obj file and bring it into UV program of choice
4. UV map (don't separate parts in maya or anything) and then bring it back into zbrush
5. UV master copy UV's
Thank you to all who helped.