im confused are you wanting to take photo details and make a normal map out of them, or do you just want to bake detials to a flat texture. since if you just want to bake highpoly details to a flat texture just bake to a flat plane.
Which steps are you following? I wouldn't bake it using zbrush, I'd have a lowpoly model and a highpoly model and bake using xnormal. The lowpoly should be unwrapped and your normal map looks kind of crazy probably because it doesn't look UV unwrapped.
The ears in particular look pretty crunchy. What's the texture resolution you're baking to? What are the UVs like? There's no reason you can't have all the visible detail from that highpoly screencap in your lowpoly bake, assuming good UVs and high enough texture res.
just export out you polypainted high poly from zbrush, and bring it into xnormal, uncheck ingnore vertex colour on it's entry and in baking options check off bake highpolys vertex colour. make sure to set a good ray distance or setup a cage too.
the highpoly looks like it has smoothing group problems, the planks look rounded rather than flat. Maybe change the smoothing angle and rebake or add meshsmooth/turbosmooth and subd it instead? wont make a huge difference but it might help. Other than that its fine.
I´ve finished my overwork of the game mesh and highpoly, added more geometry to the cylindrical roof, made different versions of repeating modules, created new UV layouts (5 textures now), completed baking and started texturing. just some screengrabs here:
Bit confused, you going for a highpoly model? Because that body wire looks like it's more for lowpoly (due to the tris here and there) ? Also some lines are a bit wonky. Remember, every loop needs to flow nicely without any hint of a kink in there, unless intentional.
sweet ass. looks really photographic :) if i would be nitpicky i would say you could use a bit more highpoly to lowpoly workflow here and there but i understand there are big time constraints and the overall picture is very nice and thats what matters the most.
Damn, for a second i though there was an art thief in our midst! I dig the hovercraft, but i think you would benefit from some smaller detailed bits like wires/bolts be it to actually help out the silhouette or just for the highpoly (if you're doing one)
umm so i understand that this book is outdated and not worth it? So wich book or dvd can me realy learn good tehcniques to model and texture a character? I realy cant find a good one :/ only a highpoly one, but i want a game model.