Thanks Cryid your always helping me out! By floating geometry I literally mean objects not connected I.e being separate to the mesh... Say for example a backpack strap on a Tshirt... My characters trousers have this sort of problem due to them overlaying his boots and thus the boots aren't connected to the main…
In an example like that, zbrush wouldn't have a problem with the baking. The meshes won't need to be connected or anything. As long as it's not actual floating geometry that involves a highpoly mesh with completely different geometry than the low. Even still, I think xnormal gives more control and better results.
Cheers Cryid - 2 last questions!!! 1. If i have mesh under mesh - i.e. a tshirt ontop of a body - will this cause baking problems? I know its usually best to remove the mesh underneath - so sounds like a pointless question but didnt really want to have to go through all my subtools again. 2. when you mentioned the UV…