Broken UV's; clone is fine but base mesh messes up


#1

I’ve tried most methods for troubleshooting broken UV’s (import to 3ds to weld/fix uv’s, control painting, etc.) but whenever I copy over the uv’s from the clone to the base mesh, the uv’s go haywire (note the collapsed vertices in the texture preview in the blue box):


Any help/suggestions on what I can do would be appreciated!

Been trying all sorts of things and gradually going crazy! :banghead:


#2

This looks like an error in the unwrap. Can you post an image of the UVs flattened with polyframe on?


#3

Sorry for late response. Here is the pic.

I think you might be right. I tried everything over multiple times but it seemingly just worked randomly.

The only thing I think I did differently was that I didn’t rearrange the uv shells after unwrapping (instead I just exported it into 3ds max to arrange the UV space and imported it back in).


#4

The unwrap itself looks OK. Did you copy/paste the uvs before GoZ to Max?

Also, you can move/rotate your UV islands around in the flatten view. Just control+click the different islands with the transpose tool and this will mask everything else based on polygroups , just as it would usually.


#5

I got problems whenever I moved the UV islands in flatten mode like you mentioned, then either copy/pasted the uv or goZ’d in 3ds.

I decided to just leave the uv alone in Zbrush and do all the organizing in 3ds and turned out fine.

Still not sure if that was the reason but ay! no more problem! :keenly:


#6

Yeah, it could have just been one of those weird ZB bugs.

Anywho, glad you got it sorted.