Igor,
I recently swapped from 3D Studio Max to Blender. Basically, I used a cage/projection mapping system in blender to generate the normals and project them onto the low poly model. Once I did that, I also figured out that I could bake the depth maps from the high poly onto the low poly and use (this is Torque 3D MIT version) parallax mapping to bring out even MORE detail. I have not shown that off yet but, it works REALLY well (in testing).
Thanks for the positive comments on the normals! Like I said, I recently swapped 3DS Max to Blender. Normals have been working out well but, I am NOT thrilled with the 'muddy' look of the diffuse texture. To compensate, I am planning to try expanding the 'mosaic' generation from stock 4096 X 4096 to twice that. This way, I am thinking I can compensate for the 'smearing' that occurs when I use a 'projection cage' to project from the high poly to the low.