High res objects that are sculpted, painted, and highly detailed also have topology and edge flow that are not appropriate for animating. Low res geometry is ideal for game design because it can be easily rigged and animated. You can transfer color, lighting, shading, and other information from a highly detailed mesh onto a low res version of the same mesh using texture baking. During the baking process, details from the high res mesh are stored in texture maps. Applying these textures to your low res geometry creates the illusion of detail without adding additional polygons.
To set up a surface transfer
Transfer settings determine the way Turtle samples from the low res object to the high res object to determine the detail it needs to create. For more information, see Baking tab.