How to make a sculpted head manageable in BGE?

I was thinking of making a game, made a body, and sculpted my first head in blender. Now I go back and look, my sculpted head has 99328 polys, and that’s probably too high poly for a game. So I used decimate, and it looked blocky(and I even had smooth shading on). To attempt to fix that, I used remesh, and it still looked too blocky, like it had flat shading. Does anyone know how to fix this, or have any way to lower the poly count while still retaining the smoothness? If there isn’t, I’ll have to learn a better way to model heads for a game.

Thanks.

Retoplogise your mesh to get a low poly version and then bake a normal map from your high resolution mesh
http://cgcookie.com/blender/2010/06/30/normal_maps_blender_2_5/
Look at http://cgcookie.com/blender/ for retopolgy and normal map baking tutorials.
http://cgcookie.com/blender/2010/08/30/retopology-and-normal/

To attempt to fix that, I used remesh, and it still looked too blocky, like it had flat shading.
The remesh modifier has nothing to do with polygon reduction.

Oh, okay, thanks. By the way, I used the remesh modifier to try and fix the horrible side-effects of the decimate modifier, not to reduce the polygon count.

It’s crap at doing that as well.

Try using bsurfaces to retopo it.

Yep, I kinda noticed.