Nothing complex. Once I have the shells all stitched together, I'll save off a UV snapshot. Next, I'll open the uv snapshot image in Photoshop and immediate save off a copy as a BMP or TGA file (depending on what I need to do). Then, I'll use this new copy as the file texture for the material on my model in Maya. You can use the existing material or create an entirely new one. I usually create a new one so I can switch back and forth between painted texture and the color mapping grid very quickly. Next, I'll start painting my texture in Photoshop, periodically saving over the flattened BMP/TGA copy file and reloading the image in Maya. And then it's back and forth between the two programs until the texture is done.
Tedious, but relatively easy.