Once you have imported your decimated high-poly mesh into 3D-Coat, your first step is to retopo it. Click the retopo tab to begin. Use the quads tool to draw new polygons over the high poly model, the quads automatically snap to the high poly mesh. This is where you will be tested with your knowledge of good modeling techniques. You will need to make the edge groups work out as best you can. For me it is a lot of trial and error, not to mention the tedium of recreating your character all over again.
Be sure to notice that you can UV map your character as you create the low-poly mesh over the top of the high-poly mesh. You have to UV map your character’s low poly mesh in order to create normal and diffuse maps.
To do this you simply mark seams by clicking on the edges you want to be cut. It is the fastest UV mapping system I have found so far.
Once it is UV mapped you can unwrap the UV’s and it will show you how the UV groups look and the blueprint for your textures.
Now that you have your UV map complete you can bake the high-poly mesh onto the low-poly mesh to create the normal maps. Under the retopo tab at the top you will see a merge NM tab at the bottom. Click that to merge the meshes and create your normal map.
This is how the options should look when you bake.
Now you need to export your normal map.
Click the textures tab and go to export, then click export normal map in tangent space. Do not use world space.
This is what your finished map should look like. Be sure to invert the green channel on your normal map or you will have problems with the normals when you attach the texture in another program.
Now you can begin to paint your character in 3D-Coat. Be sure to add a new layer over the top of the normal map, as you do not want to paint on the normal map.
From there the painting process is completely your own
The finished product.