First, is it possible to generate an ambient occlusion map in zbrush much like what can be done in mudbox?
Second, when I create my uvs using the uv master plugin (which works nicely), I notice inside of maya that the uv shells(islands) look like they are in tact but they are actually all broken apart. Meaning that if I select a few uvs of my shell and then choose Select > Shell, it only selects a portion of the larger shell. I need to manually go in and select all of the uv edges and perform a move and sew operation in order to easily select a shell and move it around. Why does zbrush do this to my uvs and is there a way to prevent it?