Thanks man.
I did actually take a look at your version, which you released while I was already half way through my own. It was good, but I felt you didn't edit the old mesh enough so that the UV mapping didn't quite work as well as what I was looking for.
You are of course free to use it (and edit it) as you like, but I should point out that I didn't re-bake the mesh (to generate new normal maps) so the normal maps (vanilla) make the mesh appear more angular than it is. I am considering baking new normal maps but if I was going to do it then I would do it properly, by making a high poly version of the mesh first, so it's quite a big job, but the results would, I think, be worth it, as a properly generated normal map can make a mesh look extremely smooth. I think I'll wait a while longer and see if people spot any bugs, and just generally get some feedback before I decide one way or the other.
And thanks again for the kind words.
-- EDIT --
As an aside, is it worth making a separate thread for my edited version? It is significantly different from the original, but I did use this mesh as a base so I'm not sure.