How can we achieve the same results if our 3D package has no sets, like 3dsmax for instance? It is more tedious since you need to edit UVs of the object.
In the following example we will use a simple plane, UVs are separated into 3 groups and moved to three different UV spaces. A UV space is a zone which UV coordinates are contained in a 1 unit square. Here our 3 spaces are located at (u: 0,1 ; v: 0,1), (u: -1,0 ; v: 0,1) and (u: 0,1 ; v: -1,0).
Once the object is exported in an OBJ file and imported into Zbrush, go to Polygroups and enable UV Groups. Zbrush will assign a colour to each UV space it finds.
Selection modes work as described previously. This method works with Maya or any other 3D package as long as we edit UVs of the object but we might as well do it the easy way and use sets and avoid editing UVs. :)
The model has been subdivided 5 times; move to the next subdivision level only if you are happy with the volumes at the current level. Level 5 of subdivisions is a bit too detailed to rework the mesh and only level 4 is exported to Maya. It is too easy with Zbrush to get going with details. :)
It is possible to modify the model at a lower level as ZBrush will update the modifications at the higher subdivision levels.