ZBrushCentral

two separated normal maps

Hi @all,

short question, is it possible to generate two separated normal maps for one character?
The main problem: i can´t enough in to details of my character, so i want to separate the head from the body. But the uv´s are still lay out for the character. So i want to separate the head from the body to generate a normal map for the head and one for the body.
But if a separate the head from the body, then i lose my uv layout, i think
Is it possible?

and another question, if i have polygroups created in zbrush, how can i get access to this groups in maya?

Thx for every help

If you split the head off to a different SubTool, that will not affect the UV’s at all. Just don’t disable UV’s in the Tool>Texture menu, as that would delete them and because the model’s been split you wouldn’t have any good way to get the UV’s back.

Keep in mind, though, that if your total polygon count between all SubTools exceeds about 12 million then you’ll be at a point where you’re sculpting more details than a 4K map can hold.

Hi aurick,
thx for your help.

how can i split the head into a different subtool?
at the moment i clond the complete body and then i cutted the head via mask tool (Strg+Shift) and “del hidden”. Or is there another way?
If i splitted the head from the body then i need 2 seperated normal maps…is it right? How can i get all together after seperation?

And if i have polygrouped the body, how can i see this in maya?