There are 2 options really, the neatest one would be to step through each vertex and grab it's UV data, then for each polygon you have the 3 sets of UV coordinates. You could lock the vertexdata for each limb, then quite easily convert the UV's to 2D texture coordinates and display them. I would display over a scaled sprite with the texture, paste the sprite, then draw lines for the UV coords.
Another option, which is less neat, but probably more robust is to convert the whole object to a mesh, then into a memblock. Once it's a memblock, you can scan it and get at the UV coordinates and do the same as with vertexdata.
It might be worth looking into ways of filling 2D polygons quickly, as well as the vertexdata and memblock stuff - it's all worth knowing, especially if this is the sort of stuff you want to be doing. It's possible to do some remarkable things with vertexdata and memblocks.