I spent some time at this indie game upstart called NaH games for a while as a 3D contractor. I was the only artist they were working with so I tried to make myself as useful as I could. I started designing a logo, building the characters, and trying my hand at some environment tiling. I even made some placeholder music in Renoise (at bottom), just for fun!
Because the game was meant to be isometric, with the camera high overhead, I kept things very simple at first. In order to get each character into the game quickly, I blocked out each of them in Sculptris, sourced the textures straight from the concept art, and blocked the animation out with top-down views in Blender. This made it possible to get meaningful feedback about each character's likeness very quickly.
When it came time for a better quality model, I'd retopologize the sculpt, build clean UVs, and bake the old textures onto the new model. From there, I could simply repaint a much nicer version right on top of the old one. The Sketchfab example above shows the end result of this process.
Before joining the NaH guys, I'd built a greybox prototype and some characters for a would-be game called Liminality. It was meant to be a rail-shooter, where the characters run heists in a neo-transitorpunk setting. I may revisit it someday.