I feel that this may finally provide me with a workflow to have characters in my games. I'd like to try making a GUARD character, by scanning someone dressed up in a costume as a guard, then apply animation to that, and work on the AI from there. :D
Here I've reduced the poly count of the character from about 100,000+ down to 2000 polys. I think I could keep it higher, and also tweak or stylize the texture more. A good start, though!
Tweaked up the pipeline a bit, and got a much nicer looking result.
Did a new scan with more suitable clothing and room lighting.
Then reduced mesh from about 200k polys to about 10k polys, using MeshLab which is super easy and great, and kept the texture intact! And used a 41 bone rig, instead of 21 bone rig in Mixamo (although still using some of my older 21 bone animations here, so not making use of the improved hands, except on the "Sword & Shield" guy.