If you had to choose...[3DS or Maya?]

Try looking into the Maya bonus tools for the auto-unwrap tool. It will greatly simplify the back and forth process and works much like Roadkill mentioned earlier. I also heavily use Ninja UV for any of my UV editing. It is great at packing and scaling shells to all be the same size. The ability to straighten entire shells on certain axis and stack over is a plus as well. Used it on this picture. I have unwrapped thousands of models and used Roadkill before the auto unwrap tool they implemented. For you can use TexTools as well. It integrates Roadkill into the UV editor and advanced functionality. For organics I still use Headus. The bloat and pelt mapping it has it stop notch. ZBrush to me is just too much of a process and I am picky on my shells and like edge loop selection in a standard interface. Apples and oranges really.

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