ZBrushCentral

Need help with a problem

Hello, I’ve recently started sculpting in ZBrush and I’ve just come across a problem when attempting to sculpt. I modelled a base mesh in Maya by building out half of the base mesh, and to then mirror and merge the geometry over. Everything worked out fine until I needed to open the mouth of my sculpture to begin the interior - it turns out that back when I mirrored the geometry to complete my base mesh that the threshold distance that determined which vertices would be joined together was set too high, and a single vertex of the top of the interior of the mouth ended up joining with the interior of the bottom of the mouth. When I tried to use goZ to detach the vertices in Maya and then attempted to move the model back into Zbrush, the detached vertex did not carry over - I couldn’t keep the high res details I made earlier and have the vertecies detached. It was either scrap the details I made earlier or stick with the merged vertecies.

I don’t want to lose all the work I put in on the model, and yet I would like to have those vertecies detached so that work can begin on the mouth. Is there any way to detach vertecies in ZBrush? If not, is it possible mask out the trouble area and to scrap its high res details, while retaining the rest of the high res details on the rest of the model? I find it disheartening realising that one merged vertex may be the sole cause to start again. Any help would be greatly appreciated!

I’ve included an image, hopefully it will make more sense visually. I had managed to budge the bottom of the mouth in the image, that’s when I realised the issue.

Take him back into maya sort the problem vert out then take him back into zbrush then project the high res onto the new mesh