Thanks for the suggestions, cryrid and BARDLER. After going through a few tutorial videos and combinging other techniques, I've come up with a workflow that's worked great. 1 ) Create and export base mesh from Max (DO NOT unwrap) 2 ) Sculpt as much detail as necessary in ZBrush 3 ) Go to lowest subdivision, Create UV Map…
I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…