Doing a little pet project in lip sync and blendshaping, reworked the engineer model, paying particular attention to cleaning up the uv seams. I was experimenting with mirroring UVs; on the maya end this isn't a problem, but Zbrush doesn't support shared uv space at all.

Ordinarily this wouldn't be an issue but I've found it more efficient to sculpt the shapes in zbrush rather than pushing the vertices in maya. The biggest benefit doing it this way is being able to mask the geometry at will and mirror/flip the X axis deformations.

I've done 50 variations of facial expressions, 10 major phoneme shapes and more mechanical actions such as the jawing opening/closing & breathing.