Kingston here, i m working in Ksatria gameworks working on the game " Lone Wolf "
this model is the 1st time trying Zbrush poly painting adding in our modelling and texturing pipeline, the speed and the result is great, the final game model will have full armor and helmet covered 70% of this creature, i have the permission from my company to post the body part model and texture of this high-res mesh, because we have some question need to ask in zbrush forums.
Close up

poly painting

full body

z brush mesh

the base mesh is using maya, high mesh model in zbrush, and texturing in zbrush.. i have the normal map and cavity map done in zmapper for the low res game model.. but after i play alittle with the cavity setting in some of the shaders.. i find the result is much better (in the zbrush mesh)
i would love to ask if anyone know about how to get the cavity from a zbrush shader setting into a texture map. i already try alot of other method like z mapper, or using projection master and paint just the material with the shader cavity setting and pick up as a texture, or create displacment map and crop and fill with the shader 's setting, and overlay that map to the colour map.. but i still find that the shader setting give the best result and more control..