Help - Textures and UV unwrapping, 3ds max - Zbrush - UE4

Hello there,
I’m working on a little project on Unreal Engine 4 with my brother. I just wanted to make some low poly models, in this case a very simple tree. I’m fairly new to this kinda stuff and once the model was done I had no idea how to make a texture for it. I searched for a while on google and I found out I must unwrap UVs before making a texture, so I thought I’d unwrap UVs in 3ds max, then export the model to Zbrush so that I could paint my textures by hand there, then export both model and finished texture to Unreal Engine 4.

Problem is, for some reason, it all doesn’t work. First thing, once I paint my texture in Zbrush and then create a texture from polypaint, what I get is a broken version of the texture I just painted (I’ll show some screenshots soon), and if I try to export that texture and use it on the same model in UE4, it’s even more broken and different for some reason.

I’m thinking that I’m either making the UV map wrong, or I’m doing something wrong in Zbrush. I did follow some tutorials for UV unwrapping in 3ds max, but I’m not sure I fully understand how it’s done. Here are the screenshots:

Model and UV map in 3ds max:

Painted model in Zbrush before creating texture from polypaint:

After creating texture from polypaint:

Close shot of the texture:

I beg you all, I need help badly since I can’t continue without solving this problem. If you think there’s a better way to paint textures or if there’s any other solution, please say.

Thank you in advance,
Gabriel.

It looks like the mesh or UV’s got messed up in Zbrush

But–I recommend not using Zbrush to texture it that way, 3ds Max actually has a better texturing tool built in called Viewport Canvas where you can paint directly to the mesh in 3D and it’s very similar to how you would work in Photoshop:
http://help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-F5518487-A253-44F0-A8D9-9CB537A8F392

The problem is in the UVs, I think?
I mean, as I see in the screenshot the problem is caused by those exagons that are trying to make sense in zbrush, from what part of the mesh they are?

So I tried to export the mesh directly into UE4 and apply a texture, and it worked pretty fine, hence I assume the UVs were done properly and the problem was in Zbrush. I then found out about Mudbox and tried it, used the same mesh with same UVs, made a texture, worked perfectly. It seems the problem was indeed Zbrush. Thanks a lot to both of you.

(Lupo Marcio, sei italiano per caso?)

ZBrush sometimes can be tricky, good to know you solved (:
(Sì C: )

Hello, i actually have similar problem but i did not understand the solution that was suggested here. in my case i have an imported model with an imported texture which “sits” fine on the model when i import it and use the texture on option… but when i use the uv master giving it the seams where i need it to be (using the protect and attract colors) and than unwrap it the texture gets all messed up… how can i adjust the texture so it will fit my model correctly even after unwrapping? i hope i’m clear enough…
thank you…