Thank you both for your responses, there's a lot of info I know I need and didn't even ask for - in particular, @Extrude Ragu's info on materials - specular is something I struggle with in particular, not because I don't understand what it's for; it just seems the TGAs used to make them look far more complicated than say, a simple PNG, so I was hoping down the line I'd figure out how blender could just bake one for me.
I gotta confess, though, just looking at those 'shader nodes' gives me a migraine right in the frontal lobes.
I may have been unclear in OP, but the example tanktop was indeed retopo'd into quads using the trial Exoside plugin in blender (and it still had a really high poly count, but I was just testing around in aditi). Ironically, I used CLO to make it because I wanted to try out some features it used that MD didn't; in doing so I lost MD's built-in retopo. I planned on doing that using blender and baking the texture from the hi-P model.
I confess to just hitting 'skin; copy weights from [x] meshes' in Avastar and crossing my fingers. A couple of questions if I can:
1) When you use the word 'seams,' do you mean literal MD stitching seams, or a more technical, 3d-modeling definition like 'edge seams?' I worry this is again where my 'too big for my britches' attitude comes in without, at the very least, a game-design trade-school education.
2) is this weight smoothing process something you have to organically paint with those rainbow maps by hand? With a mouse or, Malacath help and orc, a wacom? I might be able to handle some minor touching up work but anything that draws upon the same brain energy that hand-drawn illustration does is simply beyond my grasp. It's why I started playing with 3D art like this to begin with; perhaps my expectations for scripted actions are indeed too high.
The belly clipping at the bottom I also chalk up to having not exported the MD garment as 'thick,' but that jacks up poly count and introduces a bunch of texture problems upon importing into blender. Enlarging the garment itself make the straps hover off my shoulders (even more than they already do). Unfortunately Frisky's belly doesn't have alpha 'slices' like a full body; I was thinking of using BOM and alpha layers if it came to it down the line. My immediate focus is the rough jagged polygons not 'moving' along the body and the clipping felt like an easier problem for Future Timo to deal with.
regarding retopology, I came across this on Reddit and it sounds like an interesting method:
My sincere thanks again to you both.