It's a full-fledged game. You can modify the heroes endlessly, but they won't become perfect. And if you embed all the necessary gameplay elements in the code from the beginning, then no mods will be needed. True, this project, due to its duration, will most likely drive me to an early grave, but it's worth a try.
https://m.youtube.com/watch?v=z06QR-tz1_o&list=PLhyKYa0YJ_5C6QC36h5eApOyXtx98ehGi&index=2&t=0s
I recommend watching this video on the topic. And it's even better to watch their entire series about creating the first game. There are 6 videos, I think.
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Why? Doing it relatively quickly is not the prerogative of unique individuals; it's a normal phenomenon for those who know how to use the program. If you don't get distracted, it will work out.
Because, at a minimum:
Oh, damn. You don't understand that you can't just take a model from ZBrush and use it in a game?
Look. ZBrush, like any 3D sculpting program, operates with a very large number of polygons with a very dense mesh. For example, when I sculpted a glove, I had about 4-5 million polygons. This is necessary for sculpting, but the game (especially Heroes) will go crazy if you feed it that. There's a good chance that Max will also go crazy. Therefore, the process of retopology is needed. What is it? Retopology is changing the mesh, reducing the number of polygons, and then projecting the high-polygon sculpt onto this new mesh. This creates a normal map. Based on it, programs like Substance Painter draw textures, but there's still a lot of manual work involved.