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Full model normal mapping question

Ok here is my problem I made my base mesh in Maya, and now that i have finished sculpting i am trying to move all my work into maya to rig it and finish my work, but when i click on my normal mapper plug in it asked me to select only uv groups, (is this right), anyways I did that and now i started setting up the normal map settings like what i have seen in tutorials but every time i ran it, the normal mapping looked like its was scrammbled and nothing made since. what am i doing wronge. i will try and show a jeg image when i get home from work, i need this problem solved as soon as possible for school so an info would be great.

In ZBrush 3.1 you must split the parts that apply to different maps into separate subtools before you create the normal maps.

The easiest way to do this is to press Tool>Polygroups>Uv Groups and then Tool>SubTool>GrpSplit.

ok but lets say i hid my subtools and there is just a base mesh there and i select uv groups and then still do the same normal mapping settings and the normal map still gets scrammbled, any suggesttions on that?

can’t do it in Zbrush3. you have to split the tool

ok well someone give me the basic layout of how to produce a normal mapp for a full body model that only has eyes for a subtool the rest of the body is one ztool in its self.