In order to get a high enough poly count on sections so I could sculpt details, I broke my model down into subtools. This model had UV’s already made, and Zbrush did reconize that it had them. But, when I broke it to subtools, the UV’s seemed to disapear and I can’t seem to bake the high poly sculpt detail down onto a normal map for the low poly settings. Does anyone know how I can fix this? or what I’m doing wrong?
Where did you unwrap the objects, and what software are you using besides Zbrush?
Basically your old mesh’s UVs are gone as your vert order changed. Now you can transfer maps from one object to another using world space, which is what I would do to get your UVs back, but without knowing your software, I can’t really help you besides from saying what I already have.
The program I made the model in was Blender originaly, then exported out as a .obj
Yeah, look into UV transfers based on world space within Blender and you should find your answer on how to get your UVs back from your original to your broken mesh.