Hello, I was recently trying to practice with the uv mapping tools in zbrush. I had a zbrush model (top image) and was trying to add geometry to this. I learned that I should first create a displaement map using AUV, then export the lowest geometry level model, bring it into maya, add the geometry and bring it back into…
I think that's just how AUVs work. If you wanted something different you could try PUVs or GUVs, or just use UV Master. http://www.pixologic.com/zbrush/features/GoZBrush/ "With a single click of a button, GoZ will transfer your mesh to a GoZ-enabled application of your choice and instantly set up all the appropriate…
I tried PUVs and GUVs with the same result, as for UV master I still don't know how to use that. Also, thanks for the link and information about GoZ although I unfortunately can't use it because I don't have Zbrush 4
Yes I did change the UVs in maya but not on the part of the model I am showing. I did not need to flip the displacement map because it was both used and generated within zbrush. As for using other methods, I did not know of any. What is GoZ? Also, is there any way around having AUV make every face it's own UV island?
AUV is pretty much going to make every face it's own UV island (probably why the topology becomes so visible on the last pic). Did you change the UVs any in Maya (and do anything for the UVs of the new faces you've added)? Did the displacement texture need to be flipped like other textures imported into zbrush? Couldn't…