I’m the asset and content manager of a fair size development team working on a project for the love of the game and one of the most time consuming project is the development of unique player models that uses the same development pipeline but at the same time keeps our artist on the same road map as to the technical requirements to ensure that every player model uses the same pathway. To work towards filling this need we started by looking at Daz Studio with the introduction of the Genesis alpha or procedural frame work which offered a few interesting must watch features but the resource hit at the time was to high and there was not an engine available at the time that did not have unrestricted features to harvest assets with out unreasonable per-processing requirements.
With Unreal 4 limitations is no longer a factor as in being able to export to FBX and importing into UE4 with out resolution limitations found in most “game” engines and with improvements made with the Genesis 3 frame work Daz Studio is now by far the most advanced alpha or procedural framework even though including the app in the pipeline should be considered as being a first adopter.
The long way of saying as a ways and means Daz Studio and Genesis 3 does have the capacity and abilities to fill your current needs by the use of always improving tools and the addition of plug-in solutions of converging technologies.
The deal maker for our picky artists is the addition of the GoZ bridge where the base frame work can be exported to Zbrush, modified as to requirements, and then imported back into Daz3d as a full body morph injector so remodeling the G3M base to look like your buddy is possible.