Maya/ZBrush Skeletal Mesh Workflow?

Yes, you would bring in a base from Maya in the shape of the rig you’re going to use (in your case the ART default I guess), in Zbrush sculpt everything, bring the sculpted version back to Maya, retopo so the low poly fits the sculpted model better (or just retopo the sculpt to a new low poly mesh), skin the new low poly, add UV seams and unwrap, then bake the high poly information to the low poly mesh using XNormal or Substance or whatever you’re using. Then if you want to change the sculpted mesh you can just redo the texture baking step. You’ll only need to re-skin if you make huge changes to the mesh, and in that case you would retopo - skin - unwrap again.