There’s character creation, and then there’s doing it right.
Thing is, the only way you’ll ever do it right is if you do it wrong about 20 times before.
Forget “tutorials”.
I mean, unless you are at a level where you have no idea what a normal map is. If that’s the case, you do need tutorials, but about 3d rendering in general.
Good content to get ideas and see some models plus modeling process used by AAAs is generally from GDC or naughty dog talks (when it comes to humans at least).
Forget all the Unreal bullsh*t. There’s tons of it because ue4 can’t even - still to date - render the hair shader correctly in point light.
Look for generalized mesh creation and deformation tutorials.
Also, have a quick Google at double quaternion so you know what the difference is.
Why?
It goes hand in hand with being able to call sub par weight paint “good enough”.
It’s not “good enough” and you 100% suck as character artist if you rely on double quaternions to make your weight paint look “good enough”.