You can simply bake a new normalmap from the highpoly model to the new lowpoly model, or, you can apply the existing normalmap to the original lowpoly, and bake that to the new lowpoly. Both should work.
Your edges on the highpoly's hard surface objects are too sharp. You should soften them up so they bake better normal maps. Are you going to make the wrap separately on the stock/butt?
Of course, thanks for the help! You can download it here: https://dl.dropboxusercontent.com/u/4406779/DDo%20Xn%20padding.rar I also supplied the Max file with highpoly and lowpoly, in case the baked maps are incorrect.
I don't know how to check Tri count in UDK, it used to stat the polycount in UE3 but in UDK its changed so I cant find it. EDIT: The scene is about 56k Tris. HighPolys.
I'm with Angry, some breakdowns would be awesome! And your highpolys already look great but you said your waiting to get some sculpting in, do you use sculpting for just wear and tear?
Here's a WIP of highpoly shoes I'm doing for my survivor, having some trouble cutting in all the stitched shapes. Will be beating them up a bit in zbrush once I fixed the stitched areas.
Your stuff has always inspired and helped me man. Here's hoping you get something even better this time around. I love the highpoly stuff you've done recently too!
ok,sorry for doubleposting again, but here is the lowpoly of the motorbike i still left some cables, because i want to make planes for them (easy work for the end ^^) edit: and the finished highpoly in comparision
Make a single cast, but spread both the low and the highpoly pieces appart at distances you can remember easily (100 units, 200 units aso). Then put them back together once baked.
small update, pretty much done my locker highpoly, but not sure what to put on the inside of it. I don't think I'll have any lockers fully open anyways.. hmm.. heres a screeny