As materials (or shaders rather) are usually tweaked after import, is usually not a hassle. The only thing to mention is that if the figure has lots of nodes in it’s materials, the exporter can have a hard time on deciding just how the material should look. On export you choose whether to export as a static mesh or an animation, whether to force textures to be a power of 2, etc. Poser, or rather Poser Pro, can output ue4-ready files. If you’re not doing terribly complex stuff, it is straightforward enough. Importing you own mesh and rigging it is actually not done in iClone but in 3dxchange. Coupled with the pro version and 3dxchange pipeline, it can output fbx files of characters that have been licensed to be exportable (and not all iClone characters are, just so you know). IClone being a sort-of machinima render engine, has quite a lot of models with low polycounts. My experience with kind of programs is, and mind you, it is my experience, so it surely is unintentionally biased (so please don’t let’s start a flame war): I believe is the case with makehuman, but I am not 100% sure. They take away a layer of complexity, but doing that reduce the amount of low-level detail and tweakability you could otherwise have. Programs such as Poser, iclone, and are technically not really character creators, but rather character modifiers, in that they depend on pre-made content which you then customize and animate. That being said, if your 3d modeling and mojo is up to it, any 3d suite that can export to fbx can make ue4-friendly characters. While it is true that you should aim for as few polygons as possible, if you just have a “hero” character, you could get away with a high-poly model. You can do the rigging and skinning manually in the programs listed above, but it definitely takes some time to ! For automatic rigging (skeleton creation and placement) and skinning (attaching the skeleton to your model, usually using weights), Mixamo is pretty awesome as mentioned above, although there is a cost per model (if I understand their pricing chart correctly, you get two free auto-rigs, after which the cost is $79 per model). If you’re using Makehuman’s pre-rigged models, then Maya (which can use Epic’s character tool), Blender, IKinema, Motionbuilder, 3dsMax, or any other animation friendly program should help you to create your own animations (they can also import motion capture animations for you to tweak). Some serious progress is being made in regard to Blender’s pipeline to UE4 as well, but I’m not quite up to speed with that. Max and Maya have the smoothest pipeline to UE4 right now through FBX 2013/2014. To attach a custom head, as well as model your own custom clothing/armor/hair/etc., you’ll need some proficiency with at least one of the popular 3D programs like Blender (which is very MH friendly), 3dsMax, Maya, Modo, Studio, etc. If you just need human bodies on the cheap, I’d say stick with MH, which is more than capable. With the exception of Makehuman, the other programs you listed create base models with far too many polygons to be very useful in games IMO, requiring retopology/low poly conversion work (/Poser might have a lower poly option for an additional fee - someone else can probably tell you more).
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