ZBrushCentral

Extract - practical use

Hi everybody!
I have a lowpoly character with UV(in Z brush I make 6 level divide - 2.5mil poly) and want to make on him a hard edge of cloth like in picture.Then make normal and diffuse maps.
Leg.jpg

So can I make this with extract ?If I mask area on leg then extract, the new subtool (boot) have no UV and when merge with origin body it lose divide levels,UV.

Why not keep it as a subtool?

For the boot, you can make separate uv’s in zbrush under tool>uv map, or export that subtool as an obj and do an unwrap in another software.

But then I need two separate maps for each subtool and extracted mesh have a double side geometry without division levels :frowning:

Yeah, it seems only way to make it separate.