I should mention that this character represents my current workflow and is a testament to C3D's ridiculous productivity (at least for me). This character went from pencil sketch to modeled, textured, rigged, animated, and rendered in about 8h total.
Lighting is a single distant light with ambient occlusion (I'm trying not to flatter a game model with clever lighting — all of these effects are achievable in real-time with Unity, although SSAO and depth of field are not doable on mobile).
Tools used were Cheetah 3D and Sketch 2, with iMovie (I spend about 5 minutes in Motion and realized I was WAY overthinking it) for and GifBrewery used to assemble a video and export GIFs. Note that the materials are vectors — so in theory if Unity ever supports SVGs for textures (which I hope will be soon) they could be resolution independent and tiny.
@icodealot
I'm writing the game using Unity (I'm tempted by UE4, since the chance I will make more than $300k from a game — which is where UE4 becomes more expensive than Unity — is remote).
I have the workflow from Cheetah 3D to Unity pretty much ironed out (and in fact I'll probably be adding a big section to the book's 3rd edition on this specific topic).
One of the ridiculously awesome things in recent versions of Unity is realtime shadows on mobile (well, higher-end mobile, anyway; forget 95% of Android devices) which makes things much more pleasant (baking everything is a pain in the butt no matter how you handle it).