ZBrushCentral

Zmodeler makes bad UV islands - how to avoid?

I did my base mesh and UVing in Maya, then transferred the obj to Zbrush. I decided to add more edgeloops with the Zmodeler, but when I previewed the UV maps, the new edgeloop areas shot of into 0 area UV space. Is there a way to get the new edgeloops to just generate inside the UV area of the existing faces, like the Insert Edgeloop function in Maya? The other Zmodeler functions, like bridging 2 edges, also seem to wreck the UVs.
(I don’t want to take the mesh back into Maya, because that’s on a different computer.)