Without uv's it will always display like that ( low poly and hi poly ). You could enable ambient occlusion and some post filters ( sharpen mainly) to try to get the details to pop a little more, but it's not really meant for that..
Camtasia would be my bet too. I found most other 'free' capture programs to be really nasty to use, if you don't configure them Codecs properly right off the bat or enable certain functions.
You do realise you're actually going to have to do some work right? if you're trying to flatten loops that run around a cylinder simply enable edge constraints, select the loop and scale it in the appropriate direction.
The no mel, no plugin support makes this pretty much useless for indies who want to setup their own pipeline with assetmanagement. The beauty of scripting is that it enables small teams to batch a lot of work and save time and they completely take that away
you can do it in a same way as you bake normal maps. enable projection mapping, pick high poly and just choose lighting map instead of normals map when you add elements to bake.
Try enabling Global Supersampling. It does anti-aliasing where the highpoly overlaps itself, like in these deep creases. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-0ABE24E1-E11C-475D-A403-19A5E4119F09
Sorry but this isn't really possible. You can cut it in, enable the preserve uvs option (3dsmax), and chamfering it, then smoothing, but your current normalmap won't work with this. So unfortunately you must rebake at least your normalmap.
Just turn on this viewmode, then it's lighting only with normals enabled, that way it's easier to spot if the normals are ok on your mesh. For checking out the specular do what JonathanLambert said :) http://udn.epicgames.com/Three/ViewModes.html#Detail Lighting
@Wiktor that is so strange, I mean I didn't get that message, it just posted out of the box. May you have any "especial posting option" enabled or similar that makes you go through that approval?
Making progress on the foliage. Trying to figure out how to improve the shading. I already projected normals on the floating geo from the shape underneath them. Tangent space normals enabled. Tangent space normals disabled.