I made a high poly character model in ZBrush, retopologised it, exported it as an OBJ, split it up into seperate parts (two feet, two legs, two arms, two hands, a torso and a head) and UV mapped each part individually because I was struggling to get a good map on the whole character. Now, I'm trying to use my high poly model to create a Normal Map but don't know how to do it without simply attaching the seperate low-poly bits together. I tried doing that and it warped my UVs.
So, I have two questions:
1. Is it possible to merge the pieces back together without affecting my UV maps?
2. If the answer to 1. is no, is it possible to create a Normal Map for the low poly group without making the group a single object?
assuming your trying to merge the parts together in Max, I would say you shouldn't have a major problem with this. If whilst moving vertices around to connect the piece back together (which shouldn't be needed I would have thought), make sure your using an editable poly object or at least an editpoly modifier and switch on "preserve UVs"
Looking at the situation a little differently though have you tried pelt mapping in Max to help with texturing the character? You might not need to split up the character in the first place then.
3D animator and VFX specialist