@Butthair Thanks for your feedback. For the sake of understanding I did a few tests : keeping the mesh quad (with old UV) solves the issue. Adding a STL Check modifier solves the issues. I guess there was some double faces or some weird connections done during retopology. I Imported the mesh (without a STL check modifier)…
Not sure where this is being assumed, are you exporting as an OBJ or FBX to zbrush? I would recommend OBJ. Yes, if there are odd faceted edges it could be faces on top of each other, unwelded mesh verts or UV verts, or they have flipped face/vert normals which aren't being properly displayed in viewport. Additionally you…
Glad it got solved. If you exported the model out as an OBj then imported to Maya (or back to Max) the problem should have resolved in either case. But if STL Check works, then it's the same as Maya Cleanup. As for the Unwrap, it looks fine now, no seam edges in unexpected areas. If the end goal is for film, then hide your…