With Zbrush 3.0 and Maya workflow, you make your base mesh in Maya, export it to Zbrush, work on it to a higher resolution and then turn it into a Normal and Displacement Map...then you retopologize the mesh to make it into a simpler polygon mesh that Maya can handle (the mesh has been seriously changed by sculpting too and thus you need a new topology to take the Normal map).
And of course with Maya 2009 you can create a Photoshop to PSD network.
So you'll have to create a UV map for the new retopologized mesh and plug in the Mudbox generated Normal/Displacement Maps. Creating UV maps in Mudbox? Retopologizing in Mudbox the way you did in Zbrush?
Is there a good tutorial anywhere on the correct proceedure for all this?
Hmmm...I just watched a video on this...