Is there a program that will automatically fix a uv map where the seam verts have been stretched to meet the other seam? My UV map has been messed up after sculpting in mudbox.
Looks like the UVs were imported incorrectly. Before subdivision, do you have green lines everywhere? To prevent this from happening you probably just need to weld the coincident UV vertices within each UV shell. This ideally should be done automatically by whatever importer you're using. Best one these days is OBJ, and this is the best OBJ plugin by far: http://www.guruware.at/main/objio/index.html
Well, if you're using Mudbox, you're probably making a high-res sculpt that you're going to bake down into a normal map or a displacement map, in which case the Mudbox UVs don't matter, it's just the lower-poly base mesh that needs UVs.
If you still need those Mudbox UVs, then testing different export & import options is the best bet.
OK, then you could try using Skin Wrap to project UVs from the original low-res model onto the newly imported Muddie. I haven't done this, but I seem to recall others doing it, a search might turn up some info about Skin Wrap.
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The un-subdivided uv is fine but after subdivision this is what happens. The new vertices at the seams from subdivision are stretched all over.
http://www.guruware.at/main/objio/index.html
Know of anything that will fix them automatically?
If you still need those Mudbox UVs, then testing different export & import options is the best bet.
http://neilblevins.com/cg_education/mudbox2_max/mudbox2_max.htm