So i have finished detailing my model in zbrush, and when i export the obj to maya, i just realized that the uv map is too big, like stretched outside the +x +y area. my mistake was that i layed out uv in headus uv layout but i completely forgot to fit the uv in the +x + y box like everybody must always do before working the model in zbrush (if the laying out prior to working in zbrush). now the model is already done, details and everthing and i need to generate the displacement map and render in maya, is there any way to fix this. i just found out that it’s not possible to scale uv manually in zbrush like in other 3d softwares such as maya? what a stupid mistake i did, please help if you know how to fix it, since deadline coming soon and i can’t redo the detailing its just too much work. thanks
oh ya and the uv layout i did in headus because i did the basemesh in maya also
i figured out that what i need to do is just to export the subdiv level 1 as obj and import in maya, fix the uv and import back the obj in zbrush with the uv already fixed.
but when i reimport, nothing happened the model still has the previous uv. did i do anything wrong, or i missed something?
With a bit of luck, you saved a ‘Morph Target’ at level 1 for your base mesh, before going on to sculpting your upper (SubD) levels.
If so -
After re-importing your newly UV mapped mesh - just hit Tools–> Morph Target --> Switch;
Otherwise:
Simply re-import the new mesh again, after firstly 'upping the levels above level 1 to the max, then dropping down to level 1.
That should recover your new UV layout into ZBrush (at least on a Win-based OS)
best of 
when the same object (with fixed uv) is imported as a fresh object in zbrush, everything’s fine, but when it’s exported as sdiv level 1 (with 5 levels on top of it), it did import, i can see the process bar, but the uv went back to the previous messed up uv as if the subdiv levels on top of the level 1 somehow copied back to messed up uv to the newly imported obj. any idea?
i have checked the old posts about reimporting obj and have imported/exported back and forth with maya and zbrush carefully as i unchecked the ‘create multiple objects’ option in maya import. and as i reimport back to zbrush the object didn’t become bloated, only that its uv went back to the previous messed up one.
i can’t seem to figure out this…
I did it!!! yeahhh. after hours trying. also thanks atwooki for the help!!
have a nice day 