Game resolution: baking
To give the illusion of the game resolution mesh looking like the sculpted character, we need to ‘ bake’ the details down. This process creates multiple texture maps that all get used in the texturing stage (including a normal map where most of the detail comes from, and an ambient occlusion map that masks areas where ambient lighting wouldn’t normally reach). I use Marmoset Toolbag for this stage.
Low Poly (No texture) Low poly (No texture) Low poly (AO map) Low poly (Cavity map)