Right, I’m new to character modelling let alone ZBrush so go easy on me lol
Ultimately, I want to UV my character using UV Master and then want to create the Normal Maps but have ran into some problems.
In the picture below, the blue parts of the model is all 1 subtool but will eventually be different polygroups, the other colours (red, green and yellow) are different subtools.
Once I have UV’d them all they will all have their own texture space which is a problem when creating the normal maps as when I go back into Maya and combine the different subtools, I will have to re-organise the UV’s which will mess up the normal maps and will be a huge hassle resizing and organising them aswell.
I know it’s a silly question but is there an easier way? i.e. still keep the subtools but have them all on 1 UV space?
Thanks for any information 


