Having another problem, this time it's baking my hipoly stuff to a lopoly mesh with xNormal. I'm not sure where I messed up in the process but my normals and base textures keep coming out like this.

Bits of pieces of the mesh join into one another regardless of the polygroups i've set in zBrush. Basically everything a different color was meant to be its own island. I'm not sure if it's because my UVs were bad or what. I must admit i'm not super familiar with xNormal. Thanks in advance for any help and advice!
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I'm still not quite clear as to what your issue is.
You said that each color should be it's own island, so you would have to do that in the uvs. Xnormal will just bake base color to whatever you have your uv's laid out as.
@TeriyakiStyle: Oh, didn't know this was a thing! Thanks, but i'm not sure how to bake it after exploding it.
Is it obvious i'm kind of a green newbie yet? :poly139:
And these seem to look fine, or at least as fine as I need them to be. Then I make a texture from polypaint from the hipoly mesh with the new uvs, and thene xport all that to be used in xnormal. There I put everything where it goes, hipoly in hipoly, lopoly in lopoly, and texture in base texture to bake. But then the texture ends up like that with weird strips of color where they shouldn't be. Like that big island of red shouldn't have those yellow and brown bits.
I'm sorry if this is hard to understand, i'm sure if i'm even getting the process down right.
I decided to do all the subtools seperately, and that seems to have fixed my 'issue' for most of them, except for the character's shorts.
The strange cuff shape on the right isn't on my model at all. I don't know where it came from or why it's there.
Also, for future reference, it is best to align your uv's so that they are oriented correctly. So make sure the face has the two eyes horizontally aligned, etc. Makes texturing easier if you are working outside of your sculpting app.