You can use a small, yet increasingly convenient freeware program called xNormal, where you can COMBINE THE HI-RES MESHES!! Just make sure they are properly pivoted (the head’s pivot is way-down-below the actual gemetry, matching the body pivot). Or, if you donnow how, another option is to separate the head geometry (keep the same UVs that you have) and bake the normal map for the head onto it (in either xNormal or ZBrush), then do the same for the body, and then SIMPLY COMBINE THE NORMAL MAPS IN PHOTOSHOP OR OTHER 2D EDITOR! It’s that simple!
Here is the link for xNormal:
http://www.xnormal.net/Downloads.aspx
Its 64 bit version is also very, very nice - if you have a 64-bit system. If not, 32 bit has all the same features, just… Well… Doesn’t work as fast (as all 32-bit verisons of stuff do.)
Then, just export the new LOW-END model from maya AFTER re-uving. Mesh those two in xNormal (the tabs for hi- and low- res models are on the right-hand column, don’t forget to turn off any dilation or other filters, other than that - pretty self explanatory, just don’t forget to right-click on things for options like “load” and similar crap…) and generale your normal map. Shouldn’t take too long (don’t forget to turn all other apps off for this process - like ZBrush, for example) You can do all sorts of other good stuff (i.e. height/displacement maps, ambient occlusion maps, etc.) with xNormal.
P.S.: CHECK NEXT PAGE OUT! I THINK I FOUND AN EVEN BETTER WAY!
Cheers:)