Been searching this up quite a lot and I've finally found out how they sort of do the 'AAA' workflow in games when it's artists that actually know what they're doing. There are tutorials a dime a dozen on sculpting generally but it's amazing how flat out bad some of them are, no way of being polite about it. They're just throwing up a 10 minute tutorial on how to do something and teaching beginners extremely bad practice for the long term.
There's another method involving plane extrusion reptology after you finish a sculpt of a model and those are very common but I feel like that's for people who are absolutely anal about polygon count. This sculpt method provides a great balance for people who want to get something out results wise while still respecting the concept of clean topology.
https://www.youtube.com/watch?v=J2_uiUEcY7w
https://www.youtube.com/watch?v=TZgUAWpiIw8
Here is also a tutorial that properly goes into the workflow for baking sculpted stuff to a normal.
https://www.youtube.com/watch?v=l8xrSgyfEHs&t=171s
Could easily see myself adapting this for a general animation workflow too thought I'd post up this little research compilation for everybody to look at who might be wanting to get into 3D and of course, all of this is done in Blender. I've also been looking in more detail with texture paint and that workflow is viable as well it's just fiddly with the settings.
Re: the question of the unreliable tutorial
I dabble in blender. I've noticed as time has gone on its going to be hard to filter out outdated or impractical methods from newer more efficient ones. It's not really anyone's fault, some shortcuts that work well on a simple flow will mess things in the long run for bigger projects.
Aside from the comments sections, which will crucify a bad tutorial, how is the laymen to know the difference?
Like they mention in one of the tutorials and I've pointed out in the comments pages, there are tutorial makers that just skip over stuff that's really important and I think it's for the sake of getting that 10 minute click-bait video done.
Like a lot of teachers if they don't go into detail on various bits then it can potentially mean that they don't actually know what they're talking about. The good teachers I've noticed either mention they're going to make a video on it or will link a separate video on a topic they mention in more detail. Beware of the people who go 'do this' a lot and nothing else.
This is a problem with tons of applications. I think that's another strike against video tuts: Yes there are outdated text documents, but it's far easier and more likely that written instructions will be updated/amended than it is for a video.
It's always more of a problem with "accessible" software like Blender. Next to no barriers to entry results in too many content creators and too little knowledge. Couple that with the fact that Blender hasn't yet become an industry standard, and there just isn't the same kind of tuition available.
Meanwhile convoluted and expensive industry staples like Houdini have almost consistently good content. I'd wager for a lot of the more theoretical topics, which are largely software agnostic, you'd be better off picking up the basics anywhere and then moving onto something more reputable for the theory and advanced topics even if the course uses another software package.