ZBrushCentral

GoZ Zb4 to max 2011 x64

I have a small problem with GoZ that wastes a lot of my time and I’m simply checking if this is normal or if I can fix this somehow.

I have a model I’ve been sculpting on with a few triangles here and there. Every time I use GoZ to get the model into 3dsm, somewhere along the process, every single triangle on the model will be separated from the rest of the uvs and rotated. (Pictures at the bottom of the post.)

I thought I needed to turn on the ‘mrg’ option under export in Zbrush, but that doesn’t change anything and since only the triangles are rotating, the ‘circle uvs’ button won’t do much good either.

If I manually export the sculpt as an .obj from Zbrush and then import that into 3dsm, the uvs stay perfect, that however introduces some other problems (incorrect pivot points and rotations).

Do I have some incorrect settings somewhere? Is this normal?
Thanks.

The triangle uvs are seperate from the rest.

Inside the UV edit window, every triangle is rotated. In the small screencaps to the right I’ve scaled down the problem polygon and selected each vertex to show how it got rotated.