Ufff. here we go.@caLTD answering your question, ignoring the sarcasm and how like it sounds like you are a minor who is just trolling me at this point, trying to irk me, how long it takes to make a customized character (quoting every engineering professor I've had) "it depends".
I tried playing with a concept for "style", where I define style as, first you learn how to art, and after you know the rules, you know how to break them, and your style is just a collection of short cuts and technique one uses. and yes I mean short cuts literally, if most freelance artists could get paid a liveable amount per art piece they make, then there would be a lot of happy people. But most artist don't. Most people (myself included) aren't able to properly perceive the value of making art. We see a character drawing on deviant art, and most of us probably wouldn't spend more than $20 per character. Now lets say we pay an artist to make something, $10 per hour. In order to make a character at a competitive cost, they would have to draw a character in 2 hours. If you freehand it, and use some short cuts, sure, that would be alright. But the issue I find is, most of the time game devs ask either to mimic a style, provide reference material, and or want to parody a character from something else. As a result, the artist now has to meet various expectations. I usually take 10 hours to finish a character if I am making a 2D drawing, minimal shading. and the first 3 hours is just planning and experimenting, trying to master someone else's technique or style. no one's gonna pay me $100 bucks for a character, which at the early point in development is mostly just going to be used as a place holder. It's not feasible, so a lot of artist focus on a style, which can collect a variety of short cuts, which allows them to work at a good pace and buyers must be willing to accept their style.
So for a 3D model, it is the same thing, first there will be planning and experimenting. if a client really wants something specific, I'll spend the first few days (even a week) just communicating with them back and forth, making drawings and test pieces to see if it'll work or not, or to see how much wiggle room I may have. Then I may do a prototype. A prototype can be a quick mockup using stuff I already have, ie, I already have my favorite mesh, with genitals, and body morphs, rigged and ready. The client can even use it if they are comfortable with using blender and using the morphs (similar to daz, just I don't have as many.... sets of morphs. ie it is all for making realistic bodies). this can take 2 to 6 hours. if they really need something custom, like a cartoonish style, then everything is made from scratch, ie block out, sculpting, retopo (probably the most skill focused part and why most don't make from scratch) , repeat for anything that needs it, then rigging, shading, etc. and this will easily take me about a week's worth of employment. I've only every had to worry about making custom stuff for when I am making animatronics for some company, most of the time just reusing my personal collection of assets is enough. even I'm not going to reinvent the wheel when money and time is a concern.
In short, to create Adult Game (renpy image vn or full 3d). We must not become full 3d artist because it's a full time dedicated job and most of us don't have enough time for that.
Long version.
More than 20 years ago I start to build web sites with php. Then probably 10 years later first php frameworks appeared. Then we all revolt against. Pure php much better, faster, cleaner this that, yada yada and yada.
Sure, from my point of view I was much better php programmer and had lots of clever solutions. However those "Framework guys" get job done faster than me. First I ignore them, then mock them and I start to use framework.
Also I'm familliar with 3d business more than 30 years (not professionally and not continiously) and my first program was Amiga's Sculpt 3D. We try to build letters vertex to vertex connection and I can't remember is there any snap option.
What you did not accept is, Daz3d was 3d content generator framework. I remember in a post in daz forums. Poster say for 600 usd you may have enough assets to create unlimited unique characters even for Game engines. (except hairs and clothes, and genitalia).
From my point I can create daz character I a hour lets make it 2 hours, plus it need lots of tweak in blender. Lets make it a day. In my game Probably I need 20 chars. It takes 20 days or one month. Including face expressions. And mechanim compatible skeleton. Which I got a nice collection in Unity3d.
AND, I do this without become full time 3d artist.
In theory you can create same assets using with blender. But even with full knowledge it takes more time than daz3d. Also you forgot the time you spend to master in Blender. So if we follow your path we need more than a year just handling blender and are we had enough time for this ?
For who want to be full time 3d character sculptor, yeah blender can solve lots of problems. However we cannot compete with blender against daz3d in our narrow focused area.
In terms of US Dollars blender was cheap. However in terms of Time we spend, blender (and any other 3d model generator) much more expensive than daz3d.
And I come this conclusion not from daz3d but from blender. When I start to work to generate adult game, I start with blender and manuel bastioni. At that time my computer so weak and I did not bother find and install Daz3d. I start with Unit3d and Blender with Manuel Bastioni.
After 6 month's I hit the wall. Fitting womans genitalia to manuel bastioni char was nightmare. Plus it can broke the blendshapes which handling expression. Then I give up and start to try experiment with Daz3d. Sure it takes time to get understand Daz3d need better machine. Then volia...
So ? If anyone wants to create 3d characters for Adult Games in reasonable time for non 3d professional.
It should use Daz3d.