At this point, we can transfer all the details sculpted on our high resolution meshes (the Gidiosaurus and the Armor objects) to the low resolution assets; to do this, we have to bake these details as normal maps.
Continue from the previous Gidiosaurus_details_sculpt.blend
file:
Split the 3D viewport into two windows and change the left one into a UV/Image Editor window.
Go to the 11th scene layer and select the Gidiosaurus_lowres object; press the Tab key to enter Edit Mode and, if necessary, press A to select all the vertices.
Go to the UV Maps subpanel under the Object Data window, click on the + icon button to add a new UV coordinates layer, rename it as UVMap_norm, and click on the camera icon to make it the active UV layer.
Put the mouse pointer in the 3D viewport and press U. In the UV Mapping pop-up menu, select the Smart UV Project item; in the pop-up panel, click on the Island Margin value (default = 0.00...