ZBrushCentral

UV mapping from Maya to Zbrush for arms and body of a human

If I use extract to separate the arm from the body of my model to isolate the arm so I can unwrap the UV’s for the parts, what do I do after to get them into Zbrush? Do I have to re-attach the Vertices for the arm to the body so when I sculpt in Zbrush the arm and body of the model do not separate from each other while sculpting?

Can anyone help or point me to a tutorial on this?

My guess is to keep the sections of the UV maps from overlapping while laying out the UV’s when the arm and body (or whatever) is selected. When I later combine my parts back together they won’t overlap eachother.

Is this right?

don’t disconnect the arm from the body if all you’re doing is unwrapping.

or if that is how you work, weld the points back together before you take it into Zbrush