The head model that i have made so far is clocking in at 1300 polys so i know i need to lose some detail in the base mesh but anyway. I unwrapped and exported the base mesh as a .obj and imported to zbrush where i started to play with the form of the face adding a deeper brow more of a pronounced chin and some general wear and tear on the face. this took the base mesh up to a staggering 31,750 polys. I then took the 1300 poly base mesh and the high poly mesh into XNORMAL a program that creates normal maps from a combination of the base and high poly meshs that normal map is then placed into the base meshes material maps which should give a more detailed look than the actual model contains.
And heres some piccys....
Before normal mapping
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And after
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And an image of the progression from base mesh to finished high poly model.
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