So how it *easily gets done follows:
*easily is in the hands of the builder. I baked maps in Blender Render, but the normal Hi to Lo baking process (with my computer) is a fickle one. The results vary. When I use cycles it never varies and always works well with retopo models or my lazy lady's versions.
|Lady Lady LO poly - No retopo|
|HI poly retopo - no unwrapping required|
2. Sculpted HI Poly 77,000+ model (not pretty but fine for an example). Used multiresolution modifier to prepare surface and dynamic topology to add sculpt detail. My machine much prefers dynamic topology to additional multi subdivides. The good news is there no need to unwrap or add a material. The model is not going to be around that long. Be sure to add it to a layer you can easily find like layer upper left 1. Be sure to name it HI poly, so that you can find it in the outliner. Much easier to manage from that panel. The Lo poly model needs to be unwrapped. The material and cycle nodes are added to the nodes editor: For the transfer process the only nodes required are the connected diffuse and output, plus the one stand alone image texture node loaded with a new image for the normal map baking.
|Lo poly after transfer|