I have been posting on the Digital Tutors forum before regarding Mudbox vector displacement maps in maya and how to render them. Since I have been very busy using maya. But as of late I am steadily using mudbox more and more. Because of this reason I am trying to set a standard for my working pipeline. I now know how to get my sculpted displace detail out of mudbox thanks to mr Kyle Green of Digital Tutors. But there are some more issues I’m keep having, that after days of extensive research, I can’t seem to solve. Mudbox hasn’t got a correct UV smoothing option that will match either the way maya or subdivapprox-node in Mental ray will smooth the UV’s at rendertime. This will result in artifacts and imprecise calculations of my work. And since that is my way of getting the vector displacement detail from mudbox out of my low poly maya model, this is kind of a problem for me. There must be a way to create a model in maya, texture it using UV’s so the textures can be manipulated in Photoshop. And finally skult the model and get it rendered using Mental ray. I am having the same problem, and its the fact that I need to edit the color maps in Photoshop so smoothing UV's at render is definitely ideal for my project. Thanks for sharing your problem. As for me, I have seldom tried to match face edges when mapping the UVs in Headus before. Have you ever worked it out? I wonder whether you have any exprience about the process of Source.