Man, that sucks.
I get that product placement and advertising helps pay bills, allowing people who make free tutorials to keep making them, but the Reallusion thing you mentioned seems really excessive.
Thanks for the link!
It looks interesting and insightful enough, plus it’s specifically for Blender so it’s not like you’re going to have to figure out how to translate Step X, Y, and Z from abother piece of software into Blender.
Ahhhh…I remember how I spent almost my first year of using Blender by texturing objects this way. XD Really, you only need Diffuse/Albedo, Roughness, and Normal maps for most materials. Maybe some Ambient Occlusion for stuff like bricks or stone. Then you add in a Metalness map if your object just so happens to have metal components.
Once you’ve got that down, then the real fun begins with creating masks and blending 2 or more sets of textures together. 
Hahahahahaha well, okay, what you made is very far from the reference. But, as a project/test/ learning exercise, I’d still say the house you made is pretty good. It at least looks plausible in terms of design, as opposed to some wonky thing out of a Salvator Dali painting XD
I can’t be 100% sure about this since I’ve never used iClone, but the apparent difference between the textures in Blender and iclone might come down to the shaders. Blender has the Principled BSDF shader, and from what I understand it was designed to allow artists to easily create a variety of realistic textures. Not sure what the corresponding shader in iClone is, but I’ve some experience converting models from other software like Source Filmmaker, and in order to get something decent-ish and not looking like a plastic toy you really need to go in and replace all the default shaders with the Principled BSDF one.
So, assuming I’m correct here, you may want to see if the iClone shader settings can be tweaked to achieve something closer to what you get in Blender.