Laurentiu didn't supervise this one anymore, so I redefine the concept for this guy. I'm not gonna putting any beard or furs, but maybe to a more frontline warrior with huge club and minimal armor. Gonna do some quick sketch later to see what this guy gonna be.
Anyway the whole process now done within blender + Gimp and also fetched a cool normal map generator called xnormal. Tried Nvidia's melody but it refuses .obj (and every other formats aswell) that made with blender. But also melody is normal map only. While I think xnormal is capable to produce normal and displacement map. Yet this is quite good, since I still do research on how to utilizes free (as in free speech and free beer) softwares to produce high quality CGs.
Other softwares I bumped to are DE Normal Generator (it's on sourceforge), this one supports Linux with the source code available on the website and ORB (Open Render Bump). Tried both but seems failed in opening the models. DE Normal Generator uses its own file format, and included a python script for blender, but failed to export the guy. I doubt that xnormal would work under wine, since it uses .net framework, directx 9.0c april 2007, and VC libraries.
Blender's built in normal map baker isn't capable of creating the so-called "tanget space" normal map, which is unusable on dynamic objects (creatures), only usable on such objects like wall or something. Tangent space normal maps are more dominated by blue color, while blender produces balanced red, green and blue on the maps. It is said tangent space normal maps generation will be implemented on 2.44 or so. That'll took at least 6 months for the release.
BTW here're the progress caps :
Original Mesh (subsurf modifier) :



