Lights and cameras might be a little bit wonky but I've never had problems with the newer FBX exporter and skeletal meshes and animations, besides it being kind of slow because it's in Python.
A character is never going to have baked lighting because they are going to be an animated skeletal mesh, seems silly to be concerned about light map seams when they should be dynamically lit.
explicit normals only ever make a difference for static meshes, as it's a feature not implemented in skeletal mesh importing setting my normalmap compression to NormalMapUncompressed usually does the trick for me
I've made some more adjustments to the proportions (By looking at male skeletal structures like Teriyakistyle recommended). Should i still work on the proportions or should I move on to the anatomy?
Cool, I feel that you have not established the skeletal structure of your character. There doesn't seem to be a clear definition of the major masses, ie pelvis, rib cage and scapula/clavicle.
@ creationtwentytwo You can go into the assets browser in UDK and go to the chars folder. In there you can find skeletal meshes of the UT3 characters and get a sense of scale from them.
Torso Dynamesh Start Concepting the torso portion of the character with dynamesh. Playing around with some styles, but I like the twisted metal/skeletal look. Still WIP much more to come.
Don't use baked lighting with assets that'll be dynamic in game. Make it a skeletal mesh (or a mover, can't remember what is needed) so it'll use dynamic direct and indirect lighting.
Yes. Though, you can't mirror skeletal meshes because the physics asset won't be mirrored. Unfortunately this issue persists from the beginning til now still.