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UV connections broken Zbrush to Maya

So I made a low-poly mesh in Maya, uvmapped it, then I exported this to ZBrush 3.1 and subdivided a couple of times then detailed in Zbrush.
By the detailing in Zbrush obviously the lowest-subdiv mesh also changed and since I switched to the second subdivision level for my final model this means I need new UV’s.
I’ve searched and found multiple ways to do this but I can’t seem to get it to work, when I export my second subdiv level object to maya and try to adjust the UV’s, all the faces have been separated from each other, they are still in their original positions but the edges are no longer connected.
I fixed a part of the model by manually connecting all edges again and then remapping that part to test it, but then when I used morph target in ZBrush and imported the mesh with new UV’s and after that tried upping the subdivisions the model would get completely messed up (triangles pointing everywhere etc).

Can someone help me?

I guess I was searching for the wrong keywords, after a lot of extra research I finally figured out the “Create Multiple Objects” in Maya was the problem along with Merge turned off in ZBrush.

Problem Solved :]