"Well mate ... it's very bad not to layout your uv's... In my opinion the work flow must be straight modeling layout uvs Zbrushing Normal mapping if need texturing... shading " Yeah I thought so at first aswell but there are people who approach a character different; Model a basemesh in maya do an auto map on all basemeshes then go to zbrush or mudbox and do a highres sculpt for normalmap creation and the likes then go back to maya do a retopology of the highres mesh so that the normal map baking works. They layout uv's on the retopologized mesh properly and bake all their maps onto the lowres model. I had the hardest time figuring out how they got the colortexture over to the lowres mesh, but it seems they don't use zbrush for texturing mainly Photoshop. I find this workflow a bit of a mixed blessing I like the fact that you can import meshes at will to add to your model and worry about edgeloops and topology for animation later I hate the fact i can't seem to use ZBrush as the main colortexture app (fyi I suck at photoshop)