It's not likely that you are going to be able to use the sculptris mesh directly in maya. It is going to be to dense and not have the proper topology.
I don't use zbrush or sculptris but you could try to decimate it in those programs first but that will still leave a mesh with really bad topology for maya.
The other option is to retopologize the mesh. Once again I don't use zbrush or scultris so I do't know if you can redraw polys over the top of a mesh. You do it on Maya by making the surface live and then drawing new polys over the top of the live mesh but retopo in Maya SUX ASS!
There are other apps designed for retopo like 3dcoat, topogun, or modo 601 has retopo tools as well.
For an idea of what retopo is about you go to the topogun site and they have lots of videos.
NOTE: there is another option as well, the one Dave suggested rebuilt the model in maya and use the scultris mesh as a 3D reference.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 17-07-2012 at 04:18 PM.