One method I've seen many times in Max and Maya is to create the low poly mesh that would have the edge control you would ultimately use for the high poly. UVW Unwrap the low "edged up" mesh and texture it, then simply apply the turbosmooth on top of that. If you understand the fundamentals of how high poly works and are…
If you use PTex in Mudbox2012 you don't need to worry about UV's on the high at all. Then you project/bake your high poly details to the low which is easier to unwrap cleanly. If your planning to sculpt in an app, create a low poly base mesh, unwrap it and then take it into the app and sub-divide, sculpt and paint. UV…