Hi Calvin, I dug up some research that should allow you to resolve all artifacts with subdivision surfaces if you change the topology slightly and unwrap the model with its curvature. This video explains with 100% clariety how to avoid artifacts with subdivision, but the UVs seams need to follow the same smooth topology.. no right angles (90 degrees) The part about the hand was shown at position 4:40 https://vimeo.com/2158706 but the entire video goes into detail about what causes the problems. 3DCoat baking tries to do its best with what a model has but because of the drastic corners from the UVs texture stretching results and the AO baking in 3DCoat catches the hard UVs which is good! because then you know what areas in your topology or UVs that need to be corrected to avoid textures stretching and other artifacts This might offer more control to unwrap your models and avoid texture stretching "Silo 3D Modeling Feature: LSCM UV Unwrapping" https://www.youtube.com/watch?v=CKFnDqR5BSo&feature=youtu.be I think because there was no contour the space between the 90 degree turn of the UV and the straight line causes the texture in that area to warp/stretch into more of a "spiral" . It's as if someone put a dent in the mesh and in this case it's a dent in the UV. Textures follow UVs and when there are abrupt changes the textures will show it.
The problem visible in iClone below reveals that it's a consistent problem between programs.
An update and report on the new CC3 Base+ Character 90 degree UV seams cause displacement painting issues such as holes and texture stretching. I've experienced this in Zbrush and 3Dcoat. If no one in Reallusion works with testing displacement painting please allow me to test a fix for CC3Base+ I'd like to resolve this issue so anyone could expand their creative potential and personally I have a lot of characters that could be published to the marketplace sooner because I'd have less errors to try to figure out a workaround.
So it seems the topology is resolved between the shoulderblades. I was able to Goz & export the character with the full pose & UV in Zbrush since exporting obj with pose does not export all the UVs. Anyway with fingers and legs spread and prepping for displacement in 3DCoat I had less holes/seam tear and this is because of 3DCoat's smoothing angle but some areas like the butt crack and ear still rip seams when painting with displacement. The topology looks solid so I'm going to take the rest of the issue up with 3DCoat since I've recently learned creating displacement in Zbrush gives no problem/tearring whatsoever now.
Hi Ascensi, Sorry for the late reply. Currently, you can adjust character's pose in CC first, and export OBJ/FBX via current pose. And use the pose that be adjusted to see if the bake texture still causing black holes. We'll also consider to add some bake texture template pose for user in future version. Calvin Reallusion.