I have no idea why Zbrush is doing this. I created a sculpt exported the low res out to 3DS Max, unwrapped it, reimported it. The UVW's show to be fine but when I render out Normal or Dissplacement maps faces look to be flipped or turned oddly. The only thing I have checked is flip yz axis and texture coords when going…
Is that texture cropped, or do you have UVs touching the borders? Zbrush doesn't like that. Also, how did you import the new mesh? GoZ? If not, try that, or vice versa.
I've manged to fix it. Seems like this is a problem some call broken UV's. To fix it I went to my lowest sub division, eported as OBJ, opened in 3DS Max and went to unwrap it. Simply select all verticies and put your weld value at something low like 0.01 and hit weld all. Then export back out and import into the lowest sub…