I had some stumbling blocks in a major way with the topology and I had to make some changes. The parts of the body I really wanted to implement I'm having to put aside for a little while. I still wanted to move ahead with my project so I reworked the male body while I continued to work on the retopology of the heads. I am keeping the heads and bodies separate for the moment. The trouble I ran into was that the hand and feet topology was too dense to work. I'm still planning to use the shapes but I am having to retopologize those body parts in a big way to decrease the polycount. In the mean time I came out with a version 2 that has better topology.

I worked out a heroic body and regular body for the different characters with the small/medium body types. I've decided I'm not going to do the Large frames at this point --their proportions are just too far out for my tastes. Work continues with the rest but I'm pleased with the results right now. Here are the male heads I've retopologized.

Work continues slowly but surely. I am doing the UV Maps for the base body this week. Since each head is the same topology, I only have to do one UV Map and I'm good to go.
I've decided that I'm going to cheat a little. I'm going to be using Mixamo for the body rigging and I'm going to take the finished rig into Maya and add the face bones to the face of the model when I'm ready to go forward. With this setup, I can use Akeytsu to do the animation. There are a couple of reasons for this --I would like to be able to move back and forth between Cinema 4D, Maya, iClone, and Unreal engine. I deliberated on this for a long time because I wanted to maximize my effectiveness when working with animations. iClone offers a lot in house but I've decided to do the animating favoring joints and morphs which they all support. The key factor that caused me to select Mixamo instead of the full iclone skeleton is that Mixamo offers control rig options in both Maya and Cinema 4D --and has a retargeting script in Unreal engine that makes things pretty painless. With joints for the face and morphs in the Morph animation section, I can have pretty full feature set across all the applications with a minimum of hassle. The Mixamo rig is also supported in Anima 3.5 which works Natively in Cinema 4d.
It wasn't an easy decision, but I had to balance the tools I needed to get the finished product. iClone isn't very strong with crowd sims and I wanted to minimize the amount of time working with them, while being able to setup and use custom content with Anima. There's another reason why I'm choosing this route rather than trying to work with Character Creator 3 at the moment. I love the iclone environment. It's easy to work with, the materials are simple and I think it can't be beat when it comes to special effects for a hobbyist. This is more something that affects me as an animator and the look I'm trying to achieve. Toon figures require a lot extra when it comes to animating that the CC3 figures can't give me right now, and that's rigging for custom geometry. Right now, if I want to put a toony set of eyebrows on a dwarf, I can add them as a piece of clothing, but I can't add extra rigging to them. If I create a custom character, I can create face bones that mirror Iclone, but then I can add those extra bones that give me the functionality that I need in order to make it work the way I want it to. I'd rather just go ahead and rig the clothes outside of iClone so that if I need a cape with bones for some reason, I have them. I can bring everything in as an fbx and just apply the materials and render it with some forethought. Worse comes to worse, I can rig the whole thing and just bring in the finished animation when I'm done and render it. It's not the ideal setup but it affords me options that I don't have in iClone at the moment.