About AssetGen, looks like it automatically generate different LOD and other infos for game engine, and got it somehow hot reloaded in the game engine. This feature indeed could and is very suitable for implemented as a plugin.
About the gray-scale image converting to model, in Dust3D, the deforming map for each part is similar to this function, but is very lightweight compared to the zBrush demo.
The tessellation is remeshing for my understanding from the video, I haven’t dig into this area yet. Because we can take advantage of the nodes info to get a better generation instead of remesh it afterwards.
Marmoset Toolbag looks very beautiful.
The info you provided is very helpful.