(Within reason - Sub-d'ing a mesh, for instance, doesn't signficantly alter UV relative references or destroy the UVs. It's not really possible to reliably "cut&paste", for instance, the UVs of one object over to another, since UVs are a product of geometry references and those references would be entirely different for differing topologies. But, it's a non-trivial task for objects that are very different in topology. The same with groups and material zones, as well.
![blacksmith3d texture painting across geometry blacksmith3d texture painting across geometry](https://i.pinimg.com/originals/57/5b/b7/575bb73e6fa77950af1a51ad2a5e5b31.jpg)
PS - It is also possible to actually remap the UVs of an object to more closely match the UVs of another. That's simple enough to do in Poser, though. (Could be done with GIMP and UVMapper to produce the UV templates for you.) You would, however, have to apply these by hand and wouldn't likely be able to use the same Material names as would be in, for instance, the "Material Pose" from the old figure.
![blacksmith3d texture painting across geometry blacksmith3d texture painting across geometry](https://i.pinimg.com/originals/e8/48/5e/e8485e88c6a4518771ddb342e12016d5.jpg)
It's possible, depending upon how determined you are and your skill with various art/"photoshop" programs to manipulate the texture sets of your choice to fit the object/figure of your choice, without having to spend any money. (IIRC, that's exactly what "Texture Converter" does and other programs like it.) (And you certainly don't want to, unless the object is going to be saved as a new object, just for that purpose.) Instead, you convert the texture set to "fit" the UVs/Material Zones of the desired object. To speed up drawing to the texture instead of glTexSubImage2D-ing it, just bind it to a FBO as color attachment and draw to it using regular OpenGL drawing operations. Reading the whole texture once ofter it has been updated (after a change of view) is efficient. Blacksmith3D Paint, BlackSmith3D, Mac/Windows, 80. Reading a single pixel and that very often is inefficient. However, you do not need to remap the UVs of the object in question. You will become comfortable using Autodesk Maya to model, texture, rig, animate, dynamics, light. (Blacksmith 3D's Texture something-or-other (Converter?) over at Renderosity can do this with a click.) There are several specialized programs that can do this using a template system.