So when I finished my 10 million poly super high poly model, I decimated it down with zRemesher and then split it in half.
Since he is symmetrical I will get twice the resolution from the texture map by splitting him. It also makes optimizing much easier because you only have half the model to work with. I deleted a bunch of edge loops to get the polycount down further to game level. And ended up with a model that looks like this:
For the Unwrap, I wanted to keep my UV islands closely following the geometry of the original model. This should be a lot easier to fix when I start cleaning it up in Photoshop.
Here is my final UV Layout:
And here is what the low poly model looks like now with the first bake out of my maps before cleanup.