Hooray for the necropost as my first real post on this forum!
Anyway, I use makehuman models with Unity for game development. With the correct armature, it also works with mixamo to easily animate the models as well. I use this one:
http://www.makehumancommunity.org/conte ... butts.htmland it works beautifully alongside mixamo. I then use the Dynamic Bone add-on from the Unity Store (it's like $20, so it's pretty cheap, which makes a massive difference to a no-budget dev like me) to give the appropriate bounce to the jiggly bits. The only downside to that rig is that it lacks the detailed bones of the default rig, and the default rig not only lacks the butt bones but is also incompatible with mixamo. My workaround is to only use the default rig for realtime cutscenes with a facial blend tree that doesn't require complex body animation.
Also, there is an amazing target that increases the visual appeal of all of my characters by over 9000% (scientifically tested!):
http://www.makehumancommunity.org/targe ... anced.htmlThat one target alone, set to around 50%, dramatically increases the beauty of any adult mesh, especially female ones. Gotta go a bit on the lower side for younger-looking characters or else they deform all to hell, but wow what a difference it makes for the ladies. I often
just use that target, passing over all other add-on targets, to make amazing-looking characters.
I don't typically do mobile dev, but if I did, I would use some of the low-poly topologies for action games. In testing, I have found that the default topology works just fine on mobile if you're keeping your character count to 2 or less and don't need high performance, such as a visual novel or a low-demand realtime cutscene. Obviously results will vary
but these are the results of the testing I've personally done.