ZBrushCentral

Baking Normal map with multiple texture sets on the same mesh

Hi

Is it possible to bake a separate Normal map on a mesh that has multiple texture/UV sets?

I have a mesh that has a material ID/set for the head, body and legs. However, when the entire mesh is selected, all UVs show overlapping. So baking a Normal map in ZBrush doesn’t work. I’d like to do the Normal map in ZBrush ideally as I know they tend to be much sharper and crisp. Then I can take that into Substance Painter.
I did try duplicating the mesh, going to the lowest sub-div, and separating each part into its own SubTool, and baking them individually that way. The downside is, the smoothing groups are different to the low poly mesh I have currently in SP, which, naturally is a whole mesh. And I suspect there’ll be some seams from where they’ve been split if I replace the mesh with the split up version.

So I was just wondering if there’s another workaround for achieving this? Thanks.