I strongly suggest you not pelt unwrap this... your UV map before was great and perfectly fine for painting on, all you had to do was relax the vertices in/around the nose
Do you need to do it with zbrush? It would be easier to just create some straight lines in a classic modeling package and then just assign some vertical noise or a wave deformer to it.
That is intensely awesome! I don't know why but I always love watching vertices move in space based on different algorithms and watching their outcomes when rendered.. or in this case painted.
The ship's masts are vertical, yet the ship is rolling ~15 degrees. I'd reduce the saturation and add a blue tint to the distant mountains. The trunks of the palm trees feel too thick.
This rings like a sound advice. Thanks CheeseonToast. I'll try that. Pb with Morph target usually is that I need to remember NOT to re-dynamesh. Or vertices count changes and the morph is gone.
Sometimes geometry just isn't gonna work well with a cage. It works funky with corners especially. Don't be shy to fix problem areas by hand by pushing cage vertices around.
Hey Neox, I've updated the script to select unmatched vertices! Everyone should redownload it anyways, as I've found a logic error pertaining to the vertex selection that can creep in occasionally.
You could also try to avoid having angled lines in your UV's - keep everything straight, horizontal or vertical, so jagged lines won't show up as much.
The attachment point here for the ears seems off. There should be more vertical give before the ear connects to the head. I'd double check your references. It's looking lovely though!