You can create your highpoly anywhere and using any method. It's up to you. Then unwrap your low. Bring high and low to SP and bake. For specifics refer to the stickies.
WIP 09 Created so clean and detailed modular highpoly meshes, next is loader and finish spaceship and some parts, After that we can do lowpoly and bake stuff
Hi again :D The salamis and the leaves looks to be very highpoly. The salami edge doesn't need to be chamfered. The lock could be lower poly too. Overall its kinda unbalanced.
No, not accurately. The normal map is only directional offsets, no depth. You could convert the normal map into a displacement map, then use this to create a highpoly model. But it's still going to be very inaccurate.
Also depending on the surface shape, you might try SlideKnit. https://simonfuchs.wordpress.com/2014/08/17/tutorial-adding-detail-to-your-highpoly-objects-using-the-slideknit-script/
Mmm something doesn't look right about that normal map, it's all nice and smooth on the highpoly then all blotchy on the low poly. As Butt says, could be a flipped G channel
Refining shapes and beginning to flesh out Highpoly details starting from the feet and working my way up. Touched the head a bit, trying to hit the shapes of concept's face.
I'm almost finished detailing highpoly. I decided that in the final it would be realtime model. I'll add it into marmoset viewer. Guys if you have suggestions let me know.
Hey everyone thanks again for all the kind words :) . Here is an update on how Sejuani is coming along. I think I will move on to making the highpoly for her mount now.