So the problem I seem to be having with the script now is when I send it from Maya to Zbrush, the file becomes read only. This causes the UV to keep, but when I try sending it Zbrush to Maya, because the file is still read only Zbrush thinks no changes have been made and then crashes.
Has nothing to do with scripts. Basically Zbrush hates outside the 0 to 1 UV space. If your model's Uvs are even near the outside borders of the space in maya it will fold the uvz in Zbrush using GoZ.
So in Maya
After you move the uvs in a little try GoZ and you will See (hey that rhythms).
It may or not be what CannedMushrooms has said for you guys but I had a problem eerily similar to that of the OP and it was fixed by exactly the method CannedMushrooms says (after much weeping and gnashing of teeth).
In maya before the export, go to UV map editor, grab the map and scale it down so nothing touches the edges.
There's more: try to make sure there are no overlapping UVs because Zbrush doesn't like that.
Also: a little trick inside of Zbrush: You have to make sure to have SUV *on* when subdiving organic shapes. Once you subdivide up high, go to create texture and then do "create texture from UV map" to see if anything happens bad. At that point you will see if the UVs have screwed up or not.
For non-organic shapes make sure both SUV and Smth are OFF before you try subdividing. Do the same test to make sure that the UVs haven't freaked out during subdividing....
Hopefully this will help someone.
Hi All fees must when working with Maya and Edge is in a way the output (Export/import) will be in trouble.You must first fix errors that occur on Face And Edge.The obj output as standard for all options to the default obj.When the application software, an error message will be logged ZBrush issue.If you have any problem on arrival at the Maya ZBrush back and re-check all the fees.The symmetric