I have simple mesh.
I first used UV master to create UV on it, and then exported mesh, to external map for further tweaking (seams).
After that I imported the uv maped mesh, and used UV master to copy UVs from imported mesh to my original sculpt
This is how UV map supposed to look:
And now simple displacement bake:
I think you can clearly see what's wrong with it.
When I use UV map generated with UV master, it all work fine, and displacement bake look fine (even though it's bit distorted because UV master can't create seams where I want it to).
Replies
Generally you want to export a single polygroup to prevent this ( which means turning GRP off in the export options). But if you are using max to edit the uvs, it has a nasty habit of disconnecting and flipping them. Goz instead
Using GoZ solved the issue, whatever that issue might have been.