Hi, Mason!
I like your workflow and I don’t see anything that should be a major problem.
Here’s what I think is happening. The new algorithm is crazy strict about the UV map. It doesn’t have to be that strict; it’s strict because it was easier to code it that way and I wanted to wait before I started putting in all kinds of smartness that might not even be necessary.
I’ve noticed that many times when I create a cylinder and then delete the top/bottom, 3ds Max shifts the UV map to the left. I don’t know why, but I’ve seen it. And when I was trying to reproduce your process, I saw it. And if the UV map isn’t exactly centered, the algorithm fails.
So here’s a test for you to perform to see if this is what’s happening. Use your normal workflow, but before you generate the sculptmap, apply an Unwrap UVW modifier. Edit the UV map and look at it. My guess is that you will see that it is shifted to the left by about an eighth of the map (if you started with an 8×8 mesh). If you see this, try drag selecting all the vertices in the UV map, turn on snap, and move the whole mesh until it is correctly centered. There are examples in the new FAQ about how the UV map should look.
Then, try running SculptGenMax. If I’m right, it will work.
As far as long term solutions go. It should be possible for me to detect this condition and correct for it. I’ll be putting out a new version next week to fix any bugs that people find. Hopefully, I can make the algorithm a little bit smarter to better support the workflow.
Let me know what you find, especially if this doesn’t seem to be the problem or my instructions weren’t clear.
–Shack