Hi Evan, i don’t know if you know this workflow so here it is…
instead of repositioning the spikes in maya it is easier to just group them in maya, select them and the body mesh, export .obj, and import that into zbrush, that way you can show/hide/mask as nessesary and if they are masked when you subdivide they are unaffected.
the lower pic illustrates 1.import 2.hide/show polygroups 3.mask 4.show all 5. zdoodle away 6. show hide 7. another view
(just a tip that give you more power when sculpting with two different components that you want to keep seperate, in this case maybe i wanted to sculpt the head but have the eyelids meet perfectly with the eyeballs when i send it back to maya. cheers.
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