I'd like to create some simple assets and start building up a portfolio. I have general knowledge in modeling, rigging, and animating but am a little confused as to what a good work flow is for the Unity game engine. Create simple geometry in Maya for a average number of polygons. Upload it to Mudbox for a million polygons to add detail. Paint and add normal map. Now from here I still end up with a character with too many poly's. Can I take this character, add him to topogun and still apply those normals? Or should I create the simple geometry, hit it with topogun, then export that super simplified mesh to Mudbox so when I apply the normals the final product will be very low poly count with a reasonable level of details? He's at about 8,000 poly's before being exported. I would like to add optional clothes, accessories, and other props to him later on so this number is way too high.