ZBrushCentral

Maya UVs breaking issue

http://www.apinetgraphics.com/portfolio/questions/UVbreak_transfer.jpg to see a jpeg

I modeled a character in Maya 8.5 and he had parts that were scaled -1 on x for example his shoes and his eyebrows.

SO i did a freeze transform, deleted all history and UVed the right side of the character. When I do a UV transfer, the uvs transfer to the left shoe, left brow etc. But when I turn on texture borders in the UV texture window I notice that the UVs are all broken apart.

Anyone know why Maya does this, and what is a workaround? This seems to happen any time I transfter UVs from one side of the model to the other.

Thanks,

  • D

I had a broken up UV problem in Maya 8.5 too…People are trying to figure out something similar to this over here…

http://www.zbrushcentral.com/zbc/showthread.php?p=371140&posted=1#post371140

ALso keep in mind that ZBrush doesn’t like UVs in any space other than the positive x & positive y (upper right corner) of the UV map.

I dunno if this will help you, but its a little trick I use when UV mapping.
I model something to the point where Im ready to UV map it, then before I do, I delete half the model in either negative or positive x.
I map it & get all my UVs clean & sort of where I want them, then I mirror the half of the model thats left. It will give you overlapping UV’s for your new half, but you can just flip them & move the shells over.
I dunno if it seems like a strange workflow (it probably is) but it seems save me time when I want identical UVs on the right & left sides of my model.