well, now that i'm finally registered on highend and able to post in here, i thought i would go ahead and ask people how they handle uvs in a Zbrush production workflow. as a personal thing, i'm set in my old ways, and i like being able to set up all my uvs manually, so that if needed, i can always go into Photoshop and do anything i need to. the AUV and GUV tiles, however, are awfully enticing, however, for their ease of use. you can't get much simpler than one click. and as far as the Photoshop issue is concerned, that has been, for the most part, nullified by the ZAppLink plugin.
in my work, i deal with normal maps a lot, and seams in normal maps are generally a bad thing, since they are very visible: it basically causes a bad calculation with the lighting on the surface or something. so in that respect, AUV/GUV workflows would not work well--at least in theory. i've heard numerous reports that the ZBrush normal map generator somehow fixed that problem, and in displaying such normal maps, it seems to be true--so far. the same seems to be true-most of the time--with displacement maps. if you get your settings right, the seams magically disappear.
so what i've settled on, because at the moment i don't have complete faith in the Zbrush-generated uv setups, is pretty much following what Scott Spencer and Zach Petroc have talked about: i create a base mesh with uniform geometry, either in Zbrush or in another program, bring it up to about .5 million polies tops, usually only a couple hundred thousand, export it back into Maya and create a new mesh with animatable topology, lay out the uvs, and then shrinkwrap it. if necessary, then i go back into zbrush and detail it to all ends, and i've been working my way into texturing exclusively in zbrush, but i've been doing some things in Photoshop still.
i'm curious as to what kind of UV workflow other people have, and what kind of production that workflow is good for. what kind of issues come up with your workflow, and how does your team deal with those?
i would like to get input from all fields if possible. maybe we can all even hear something that someone else hasn't heard of.