I’m sorry if this question has already been asked- but the search function turned up nothing relevant for me. 
I am currently working on a model for an independent study under my Game’s professor, to use Zbrush to build a complex model for use in a game engine.
I’m planning to follow the convention of using two texture maps for the whole model- one for the head, and one for the body. Now, I have my base-mesh completely finished, and I am preparing to UV map and bring the obj. into Zbrush: but I know that Zbrush will crash when generating a normal map if UV coordinates overlap.
What is the convention for dealing with overlapping UVmaps? (for example, having both hands overlaid together, or having the head use separate files for normal map/color info than the body.
I have a hunch it has something to do with polygroups- but I can’t find anything here or in Zbrush’s documentation.
Any advice on the proper conventions for building models for games with multiple texture files would be greatly appreciated! Thanks! 