In that game he is using daz models for the characters, but custom animations, probably also custom rigging/skeleton, it is kind of advanced for someone just starting. What I suspect he did is export the different character models and their clothing, meaning there are no morphs involved, just the full 3d geometry of each character and their specific clothing. Then I strongly suspect he changed the skeleton (except the head, too time-consuming to rig), and animated them, the reason why is the way the breasts move, that is not a feature of the daz skeleton for genesis figures. It can be done, but it would take so much time to do with the daz skeleton. Still possible.
With that beeing said, it is not difficult to change the rig/skeleton of genesis figures, just tedious, and kind of advanced, but doable. For example, it is possible to use the skyrim animations with daz models in UE, just change the rig/skeleton of the figure to that of the skyrim female in a 3d software, and job done.
But in the end, the main thing is the licensing and rights, I believe that also played a role in why he may have gone the custom way, cheaper/safer but also requires more time/dedication to the project, and artistic/technical talent too.
As for high poly counts, that plagues developers to no end, the only way is to give up details for performance, and use lods, but honestly, computers these days can display alot of polys. So as long as you don't place a crazy number of high poly characters on the screen, with high poly background assets/props, including the textures, you should be ok.
And remember, the normals can give a huge boost to the details of your models even if they are low poly, it helps alot in UE. You can make your own normals from the characters you make in daz, using 3d softwares (export high poly, and low poly, then create the normals), then use them in UE and it will boost the details back up, even with a base/low resolution exported genesis figure.
(and you can always use motion capture on your girlfriend
)
I actually did that
I used my wife, but the same principle hehe. Or she used me? Not sure, hmm, my memory is blurry .... Nevermind!
Iirc g8f base mesh is around 65k polys, I find it somewhat even a bit low for rendering.
What's the average budget for a game engine like Unreal
?
The subdivided-once g8f is 65k poly, but the base is 16k. As for the budget, honestly it realy depends, Usually games are developed for a range of users, so it can go from very low to very high. Sometimes so high that decisions are taken to reduce the actual maximum, even thou some computers could handle it. Just not worth the time to make the models/textures for it from a publisher point of view mostly. So honestly devs aim for the best outcome, and publishers bring them back to reality sadly.
But that still leaves a huge space for smart devs to use the lods/normals/bumps and make it so the game looks detailed even with low polys everywhere, it's also part of the crunch towards the end of development of a game, but doable.