I am working between Maya LT 2018 and Zbrush 2018, however this is an issue I've come across time and again when I was working in Zbrush 4r8 as well.
Simply, I export an fbx with standard settings from Maya, and when I import it into Zbrush, you get what you see in the picture. Seemingly random quads will be split and vertices will be disconnected. I can't find an answer with google, so I'm hoping somebody here may have had the problem and solved it. My guess is a simple bug related to the newer versions communicating with eachother? I'll do some troubleshooting with different FBX versions, but it would be nice to know what is really going on.
*Update: link to Zbrush Central support thread :
here*Update: Tried different FBX versions and an OBJ export, same results. I tried initializing zbrush, same results. One curious thing is that I had applied a color fill in zbrush to part of the object, and even though I have changed material ID's inside Maya, that color fill returns even when I reimport the FBX again. So there is some kind of information traveling from Zbrush to Maya, separate from the material ID, and it's sticking around even when I edit the mesh, change materials, etc. This could be problem, but I have to figure out what this information is, and how to clear it / reset it.
*** I am not using GoZ.
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I've tried about everything I can think of and have wasted too much time with this issue, so I think it will be worthwhile to go to the Zbrush forums and try and get some official help there. Will update with a solution when I find one. I'm just surprised I cannot find any mention of this particular issue anywhere online.
I was just shooting in the dark, not sure what point groups refers to, but anyway at least now I can move a mesh around and not have to do clean up every time. Still, I'd like to understand what is really happening behind the scenes and causing my standard FBX workflow to be so screwy.
From those obj export settings, does this happen if you flip materials back on? I had an issue with maya to to some other software a long-ass time ago that would duplicate faces into a new subobject because of a wonky material assignment. That really shouldn't be an issue with ZB, but it might be worth a shot to remove and reapply your material at object level.
About the materials, I am always assigning a material per mesh island. In other words, I don't assign materials via components. In this case, one material covers the entire character except for the head, which is a second material.
I'm crunching to get this model done today, but after I get away from it for a minute I'll have to think back and try to figure what, if anything, I did for this model that was unusual from my typical workflow.