I had try had this before but I need to beable to sculpt the mesh as one.
If there was a way to bring the model in ZB and use grpSplit, then say export the arms and do some editing in another app and bring it back, then merge all parts back retaining their sub-d levels, then yes, that would sort things out, as I know the Uvs still work fine.
As I dont do this as my job, I may be not doing all things the traditional way but where is my workflow.
Make base with all topology present in external application. Uv map in Modo giving the character 3 full uv areas of the body to occupy, for assisting in getting more uv space for better detail. Id split like this.
Head, Torso, limbs. Bring into Zbrush and instantly greate a polygroup set based off the 3 uv group sets.
I sculpt, add detail and later on delete the first Sub-d level, and create a cage on the base. While cage is on, il make displacment maps, but hiding each of the three body parts so one map can be created per group. Create the textures, flip em and export the cage and both maps. Render in Modo.
With the current character ,iv had to make edits to the base in another app that would take too long in ZB. As iv said at the beginnig of this post, Its essencial that the polygroups remain for making maps.
Im thinking its time to stop using Hexagon as this dont happeen with Modo. What I mean is if I export with Grps to be exported Modo will not split the mesh in seperate parts like Hexagon does.