ZBrushCentral

Unwraping headache

I have made a model in 3ds max and bought it in zbrush without UNWRAPING.
I have been seeing these video tutorials from Eat 3d, in which the guy states at one point that he took the model in headus uvlayout for unwrapping and then generated the uv for the sculpt.

Now my Problem is how can we take an unwraped model out of zbrush unwrap it and bring it back in zbrush and still keep the details of sculpt intact. The method i know requires me to export as obj unwrap and bring back in zbrush. But that method loses all the sculpting detail and any polypaint i did.
I even tried uv master but it doesn’t generate desired layout.

Pls tell me the method to do this.

Now, you have GoZ ? I am an Softimage user and dont know how it works, but it has to be good and import and export without problem your model with UVs.

Now, you can do a couple of things here.
Unwrap the model in Max then import it in ZB, while you have opened the same model with the modeling details you have.
WIth this subtool selected, set it to the lowest sub-d and then import the unwrapped model from Max.

You can unwrapp the model perfectly in ZB but its a lot of play with creating polygroups for every piece you want - even then, after you hit unwrap youll have to send it back to your 3dapp - Max, to arrange the UV islands bether.