The Armor textures
The same procedure used in the previous recipe must be used for the Armor object, to bake the normals of the sculpted high resolution version on the low poly one.
Getting ready
So, in short, we will do the following:
Enable the 13th scene layer; select the Armor object and go to the Object Modifiers window.
Temporarily, disable the Armature modifier both for rendering, and the viewport, and be sure that the Subdivision Surface modifier levels are both set to 2.
Assign a Shrinkwrap modifier with a target to the Armor_detailing object; in the Vertex Group slot, select the shrinkwrap vertex group and, just to be sure, also check the Keep Above Surface item.
Also, in this case, thanks to the shrinkwrap vertex group, only the outside of the armor mesh is conformed to the sculpted mesh; the insides are not important and can even be deleted (only for the baking and, of course, on a duplicated armor object, as we did with the Gidiosaurus_for_baking object). In any case, they will be...