@system (system) posted a new topic, subject "UV Master issue: Copy Uv's results in blocks and seams even on identical geometry?". It read:

   I'm having an issue with UV master, as the title says, where copying and pasting the UV's from one object to another isn't resulting in a proper transfer. The two objects are of identical geometry and subdivision (only thing changed is positioning).
    
    Basically, I'm making a chain using Insert Multi Mesh, and I unwrapped the UV's for one link in Blender. I made my multi mesh chain, then separated by parts. I then pasted my UV's from the finished link to one of the multi mesh links and this was the result:
    
    As you can see, the copied uv's have blocks and seams where the original doesn't. There is no difference between their geometry so it should be a perfect transfer. Does anyone know what might be causing this and if there's a way to fix it?
    
    ### Attachments

So @zber2 (Andy) replied

    If you made the UV's in Blender, then flip the UV's vertically in ZBrush (‘Tool>UV Map>Adjust>Flip V') and see if that helps…

So @system (system) replied

    Okay, I tried that, but unfortunately it still has the same problem. It did change the appearance of the texture on it slightly, unfortunately it just moved the blocks around. Admittedly it was somewhat better, but attempting to flip U as well as V just made it bad again. Still not fixed =/ Any other thoughts?
    
    Edited to add pic: http://puu.sh/1v1JM.jpg (embedding wouldn't cooperate)
    
    ### Attachments

After which, @zber2 (Andy) added

    Did you try doing your UV's in UV Master instead of Blender?

To which @system (system) replied

    Just gave it a try, doesn't make a difference in results, it's still blocky =/

To which @marcus_civis (marcus_civis) replied

    I just tried the method with the chain included with ZBrush and didn't get any issues. Can you share some of the chain so we can take a look?
    
    ### Attachments

Then @system (system) said

    Not sure what's happening differently for me, but in any case, here's my chain as it is.
    
    Needing UV's:
    
      
    After I pasted UV's:
    
      
    You can see it's still blocky, the sample texture I used on it was the multi-colored sinewave default texture (that has smooth transitions).

After which, @system (system) added

    If no one knows what's causing this, does anyone have any suggestions for simple alternatives that don't involve marking seams for hundreds of individual links?

Then @marcus_civis (marcus_civis) said

    It's difficult to say what might be wrong just from obrienkelly@example.net. Can you post a short piece of the actual chain mesh, so I can test?

@zber2 (Andy) replied

    Using UV Master, I didn't have any problem either, using the method that was outlined. Did you check your UV's using ‘Tool:Texture Map:Create:New From UV Check'? Like Marcus suggests, maybe you should upload the chain so he can check it out.

@system (system) replied

    I've managed to get it working now, but I had to remake the chain. If anyone else has this problem, I think I've figured it out.
    
    The first time I made the chain, I exported the links from Blender without any UV information, then used that to make my multi mesh insert chain. Once I confirmed it was working, I did the UV's and exported it again from Blender, imported it in Zbrush and used that to copy and paste my UV's on to each link. That resulted in the blocky weirdness I posted.
    
    I decided to try remaking the chain using links that were already UV'ed. I was then able to copy the UV information from one of the same links in the insert mesh ztool. I think what might have been happening was when I exported the link with UV's in Blender, it confused the geometry and no longer treated it as the same object, even though it was still the same exact positioning and geometry. It's just a theory but that's all I changed and now it seems to work fine.
    
    I appreciate everyone's attempts to help though, thanks for your patience.


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