Hi neo,
Well I can only talk about Zbrush here, and my reply will not please MoI users I suppose, but MoI is not the right tool for that kind of work, at least if you want to get this amazing result.
The workflow for that high quality model is to build the sofa in a poly modeler software, using subdivision surface technique. When the cage object is ready, you need to create super clean uv's for it, then export everything in Zbrush, adding the details, capture those details by computing a displacement map in zbrush, and finally apply this displacement map on your object, in a rendering software of you choice, using mico dislpacement technology.
All the details are added at rendertime (little memory footprint). So you can easily render 10.000.000 - 15.000.000 micro-polys for the sofa while the opengl viewport have to deal with only 5.000 polys.
MoI can generate nice mesh, but you can't apply subdision on it without destroy the model (remember, the best sculpting method is to import a low res poly model in zbrush, subdivide it, sculpt it, subdivide it, scuplt and so on ... this multi-res sculping method give you the best results ...) . A solution is to tesselate the model quite a lot at the export, using the 'divide larger than' option to have a regular meshing result, but then you are dealing with a big 'base' mesh allready ... it's not very handy to sculpt on it, uv's are a nightmare to deal with. And if you manage to get a nice end result in zbrush, but good luck to export and use that huge mesh in an other 3d package.
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