If you ever used ZBrush and wondering what Smooth UVs means, this article should help to reveal what is happening under the hood.
Basically, before you're exporting your model, you should know, how is the final geometry gonna be rendered. If there is any smoothing applied in render time or not. I'm using VRay, but principle is the same in every render engine.
If you're not going to smooth your model in rendertime, you can leave it like it is and everything will work just fine, but this is usually not the case. So if your geometry is supposed to be smooth in render, you want to see it nice and smooth while painting textures, thus you need to pretesselate your geo before importing to MARI. But there is few caveats you should be aware of and check them carefully before you start texturing.
For the moment, let's assume the red cube is our original model and green and blue cubes are the same geometry with smoothing - converted into subdivision surface in render time. They look same, but they are not. As you know, you can choose, how the Maya's Smooth function treats geometry. There is similar options how it treat UVs. When working with texture painting program like MARI or ZBrush, you should know what they mean. So let's have a look at the bit of theory.
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Red - Original Geo Green - Smooth UVs o Blue - Smooth UVs off |
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There is also few options how to treat UV borders.
You'd usually want to smooth them for organic shapes, to minimize texture distortion and leave them for hard-surface
Now let's have a look at settings of Subdividing in rendertime.
You can see similar options, quite self explanatory.
I prefer using all of them together, or just turn off smoothing UVs completely. I was experiencing issues in other cases.
So, this should be it. Just smooth your geometry including UVs, export OBJ and you should be ready to go.
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