Would have been great if you had a low poly version - could rig it and would have loved to animate it.
Yeah, I've been trying to come up with a solution for that, but the problem being is that the base mesh initially was a very high res unified skin, and the topology just wasn't suitable to create UV's from that. I could always create a nurbs mesh in Maya, but the problem then would be not having the displacements from UV's. Maybe I could take an earlier version of the model, bring it into Maya for re-topology, then bring that back into ZBrush and project the details from the other model onto that skin at a higher sub div. It's possible, but a lot of work. It's a bollox, but a lesson learned. I'd only intentions of using the programs for artistic purposes, but you can do so much more with an app like Maya and it would have been nice to animate that.