subD modeling is required to use dispmaps... but a subd only will just create the smooth limit surface no details at all... you need the dispmap to get the fine cracks from your highres sculpt...
Every high-end CG hero character you've seen in practically every film will have painted/sculpted disp maps. But 'low-poly' isn't exactly that in VFX/film. The organised mesh will have a very dense topology to support complex rigging systems and will be using render-time subdivs to support the displacement mapping.
Well, you've missed out on all the fun of straight-ahead animating a walk cycle by directly manipulating manually selected groups of vertices, frame by frame.... :) Ye 'olde workflow consisted of: Modeling Unwrapping Baking Texturing Rigging/skinning (when it was supported - see above) Animating And finally.....the…