ZBrushCentral

vertices not welded when using goZ to Maya

Hi,
This might be a simple fix. I am new to Maya. When I use goZ to export a sculpt from zbrush to maya, there are multiple vertices at each point on the mesh in Maya. It actually seems like there are two sets of the same model laid on top of each other. None of the vertices are welded together, so when I move one of them, three more are left behind. Help, please! Thanks

what are your export option inside of zbrush for the tool that is breaking?
tool.export options (bottom of the list)

I have quad, txr, mrg, grp highlighted. Scale 1 and 0 for x,y, and z offset. Thanks for answering. I also have weld set at 0 in the import options. I usually do start with a mesh in maya - could zbrush be unwelding the points on import from maya?

when you export you’ll want to turn off group. I believe this breaks the model into pieces based off of polygroups to allow maya to read them correctly. I don’t use Maya so I could be wrong.

Do you actually have 2 meshes sitting on top of one another?

Thank you beta_channel for your reply. I believe that fixed the problem. I turned group off and also set my size at 2 because the model imported into maya very small anyway. It seems to have worked. It was the strangest thing. I would try to manipulate vertices and I would peel one away and two more would be underneath! Thanks again for the help.

np. Throw a solved in the title to help out the community if you would be so kind.

Thanks again beta_channel.