For modelling, UV unwrapping, rigging, animation and rendering, I use Blender. For textures, I use Photoshop. :)
Viewing post in Lords Of Pain - Old School Isometric Assets comments
I would recommend studying assets from the early Diablo games and Halls of Torment. I didn't follow any tutorials during this process, mainly went by eye.
Side note; one thing you should do differently is to render the assets in Unreal Engine instead of Blender. This method would have saved much time and effort.
EvilReFlex's discord channel is a great place if you need tips with Unreal Engine asset rendering.
Unreal offers tools like sequencers and automated console commands that make batch processing of iso sprites more efficient. If you have basic knowledge with C++ or Blueprints, you can program workflows that drastically reduce the time and effort required to render and export isometric assets that save significant time compared to Blender’s often cumbersome readjustments.
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