ZBrushCentral

Uv Master issue with imported maya model

Hi all, I am seriously hoping to find some help.
Here are the steps,
Made a simple Maya base model and roughed it in Zbrush (example image is below, super simple. No UV’s)
brought it into Zbrush 2018.1, this happened a few times in 4R8 as well on random machines not always though.
built the model up then dropped to Sub lev 1
Went to Uv master to unwrap using default settings. Unwrapped
created two islands with messed up seam uv’s, i only wanted one island. Which has always been normal.
removed the Uv’s used the enable control painting function. Painted my seams
Unwrapped again, two islands again. I also noticed that it stated two polygrops (polygroups isnt enabled in uv master.)

cleared Uv’s again
Merged all polygroups, just in case. Unwrapped again, two islands again.
So i decided to go and grab the original super low rez base mesh (with no Uv’s) and its an maya exported .obj with everything turned off if anyone’s curious.
Unwrapped it with default settings in Uv master, two islands again.
This happened last night in my lab on about 16 machines, all students had made their own models.
Has anyone seen this issue? Know of a fix?
Please help, this is a pipeline integration project.
One other note, Uv master seems to be working fine with whats made in Zbrush and the last time we did the project a few students had the same issue on 4R8 but the majority worked fine.
Sorry for the long thread but i figured someone would or might or had run into the issue and a clear description might remind them of a magical fix they found.
Thanks,
JS
Base head mesh.jpg
Base head uv result.jpg

Hi all,
I solved this issue and it turned out it wasn’t Zbrush at all. It turns out that on occasion Maya decides that when you apply the Smooth operation that it will double some faces/edges on the model.
It doesn’t happen everytime. Out of 8 tested low rez models it did it to three of them. The models were all made from scratch and had no more than 60 faces…
So if you get this issue and just want to use zbrush to handle your UV’s i’d suggest after the smooth operation in Maya you double check to see if deleting a face/edge results in a face/edge below it and if so undo the operation, move the geometry a bit and try again.
It works.
I guess the algorithm is a bit spotty.