I’m not sure whether to post this in the Maya or ZBrush section, but I think the issue is coming from a setting inside ZBrush somewhere. I have a model created with new retopology and exported to Maya where I cut the brand new UV seams. I then use GoZ to bring it back into ZBrush so I can use UV Master to get a clean layout. This usually works with absolutely no issues, only this time when I exported back out to Maya something deleted all my cut UV edges and instead every single polygon on the model is cut into individual UV shells. I’ve tried changing some settings and also manually exporting instead of using GoZ, but I can’t find what’s messing it up. It’s worth noting that I am working on a brand new Wacom Mobilestudio Pro with a fresh installation of ZBrush 4R8 and Maya 2016 Extension 2. (I’m using the older version for compatibility with GoZ and Renderman).