Nonetheless to say that that is high poly!It must have been a real pleasure to unwrap meshes with that much polygons.
It wasn’t highpoly anymore when I was unwrapping. Also I only unwrapped the bigger parts manually like the plates, the picture plates, the stones and pearls. Manually means, I used pelt mapping which has some pretty neat features to speed things up.
All of the smaller parts were done within seconds by Unwrella 
[](javascript:zb_insimg(‘182735’,‘015.jpg’,1,0))
Here’s an example of a final decimated mesh at the left. You can see: it’s fairly low-poly. If you look closely you can see some hard edges at the pearls and stones :P.
At the right you see the same mesh with the final normalmap.
I was thinking about using displacement maps before… But rendering meshes with a displacement map applied to it is a highly complex thing. I would have used it with big surfaces like a character’s face. In this case however I found normal maps to be faster and exacter…
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