looks ok here I do see maybe a problem and its only cause I ran into this before.
heres the design steps i follow
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make a character low poly not worring about uvs until after I get done with all the details in zbrush
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After I get done in zbrush export your lowest level to a program that does good UV layout. This way your greatest distance between normals are already thought out by zbrush and you and producing uvs based on a mesh that has details not a mesh that will have details.
exsample : I have a thin character with UVS I export it to zbrush and give it a bulb nose. (BAD)
exsample2: I have a character with no UVS and a bulb nose when I make the UVS for the character The uvs flow following the bulb nose (good)
- after I get my UVs done and exported as OBJ I go back to Zbrush and do the following
- Load the tool with all the levels
- While tool is in edit mode I go to the lowest level
- Go to document new document and double
- import my OBJ with the good UVS and hit edit mode
- Dance cause you now switched UV sets Behind zbrushs back;) go through you levels you should have all the details
Go to highest level go to deformation scale and click the little xyz grey buttons scale you model up alot Zbrush LOVES making small models and disp maps and bump maps hate small models go figure!
Now go through all the steps you already know and I would use a LOCAL map not the ancient bump map of old (greyblack)
last when you do import your model back into your render program MAYA, Studio max ect ect ect.
Check you UV edges I bet you anything that they need re sewing in the middle.
Slap zbrush for using grandmas seem ripper behind your back (bad zbrush)
hope that helps;)