Hmm.. i remember someone ask a similar question (somewhere) and indeed the UV where (somehow) accidently "shrunken".. they didn't fit anymore.. Another (weird) idea would be.. usually in blender (default theme) the overlay color is white and some orange if selected.. additionally marking the faces in a faded orange.. like…
Hi Pior, I'm trying to figure out the algorithm. It doesn't seems to be trivial. Right now the obstacle I'm facing is to find the right vector for surface extension perpendicular to the border reliably. The general behaviour should be something like this: select some border edges to expand. If there is no selection, expand…
The right Side of the Weapon looks now so: (Highpoly) LowPoly with Normal applied: At the moment im not really happy with the bake, because there are some black borders. Is it because of a too smoothed highpoly? And yes, when rotating the sky, same black borders at same spots.
This should only happen when you're double-clicking an edge while in select mode. If you use the polySelectContext you'll notice that double-clicking does not select border edges. To select a single row of border edges use Select > Select Contiguous Edges.
Why not just weld all the geometry elements together at the seams in Maya? That wont harm the UV shells, and assuming the shell borders are the same as the geometry borders you could simply export from zbrush based on uv-polgroups to get the original breaks if need be.
Oh my, sorry I thought i commented That ! Yes I dont have problem with the border now using this method, I didnt know this trick then ^^ You Can also check "best" in the render setting to avoid some border zbrush creates
Could be a few things. Best guess is that the uv positions of the seam are on a UV border, ie close to 0 or 1 in uv space, and are being translated as over the border on import to the editor and so you are getting a few texels wrapping from the other side of the texture.