Weird things happening. I'll try to explain:
I have a model I detailed in Z, highest SubD is 3 mio. Now I want to bring it into Mudbox, so that I can put the model together in a more organized fashion, but:
1) If I export the lowest SubD and the highest SubD and import the lowest SubD into Mudbox, subdividing it so that it's at the same polycount and import the highest SubD, the mesh will go dodo. So my assumption is that ZBrush changes the vertex order when exporting the meshes or Mudbox can't interpret them. Whatever, I end up with Vertex explosions.
2) I tried the Texture Bake method. I quickly created an automatic map UV Set for the lowRes in Maya (don't want to do good UVs right now) and gave texture Bake a try, but whatever I do, I'll get a "Map extraction failed" error message. Is it because of the Automatic UVs? Is there a limit as to how many UV shells an object in Mudbox may have when mesh displacing or baking?
So... what could cause this?