ill be making a tut shortly on normal mapping with alias maya/xsi but what you said seems accurate. in maya, u dont have to UV the high rez mesh, only low rez need to be UV'ed. export your normal map into photoshop use it as a ref over the low rez UV's then paint over it. also surface sample can copy textures from a high rez, then u can tweak the color map it created in photoshop or bodypaint. --- as for vertex lighting, what u said here was also right. its just baking lighting into the object. but most engines now do realtime lighting. try to make only one thread when possible.