Hi
I built a mesh in Maya and sculpt that in Zbrush, now in my Maya render I have some side effects like this photo (white spots):

I want to know whats the problem with my map? I used Multi Map Exporter, smooth UV and adaptive setting.
I should say that in my UV I have two separated pieces in this section. now if I want to change my UV without reworking on my model, can I use morph targets?
thank you for sharing your knowledge.
You can change the UV’s at any time, so long as you don’t change you mesh topology, by simply re-importing your base level sub-d with the new UV’s applied to it. As for the split, separate UV shells shouldn’t cause that. I wonder if your mesh is actually welded on that seam? Unfortunately, if it’s not that’s not quite as simple to fix as a re-import of new UV’s. You’d have to weld your base mesh on the seam in your modeler and then re-import it and project the high-res details back on it from your first.
thank you but this not the problem, I will change the UV and try again
PS:
now I’m sure that this problems caused by seperated UV shells that I produced in maya, this white line is border of my floor uv. therefore I changed the UV and import corrected OBJ mesh in subD level 1 of my ztool but the UV did not change in zbrush (I test it in UV Master).
what can I do for changing the this level 1 mesh? I did not use morph target before sculpting 