I have a model with loads of polygons, but decided that I want to export it back to maya as it is, and not as a displacement map (cuz all the fiddle and Im using it for a still only). But when I open the OBJ in maya the UV points are all splitted, they arent merged as they are supposed to be. And this is also probably causing the fact that the UVs arent smoothed either (from when I subdivided the model inside Zbrush). Any idea why Zbrush does this? I tried exporting an OBJ from maya then importing it again, and the UVs are merged as supposed to… so the problem lies with Zbrush.
Any help would be great, thanks!