I'm glad I could help.
I'm not a pro by any means, but have been (and continue to) struggle along a similar journey in making assets for my game project.
In case it wasn't clear, one of the things I was suggesting is that using a specific Model and LORA combo to do the conversion to a certain art style can happen quite late in the process. So I've used several different sources to get the basics and some details "physcially" laid out, and then a few img2img passes at the end to bring it into the same linestyle/colorspace as the rest of the game assets.
Oh, a couple more tips:
- using photoshop's "perspective paste" stuff is great for transforming found images into the right angles for your design
- i've had success using PS color correction tools to fix mismatches between a character image generated in different poses. this matters the most when switching between poses of a character sprite mid-dialogue - if the colorspace or shading is different it is really obvious.
- prompts: you might already know this, but when doing inpaint, the prompt only needs to apply to the part you are replacing and its general place within the image. i.e no need to say "blonde short hair" if you are reworking the hand, unless the hand is next to the hair.
Regarding the idea of making a frankenstein-ed base images from lots of "found" sources:
here's the start image i put together for a specific room background (a VR relaxation pod)
- random image of a tiny home that i edited all the furniture out of with Paint.net clone tool
- render of a daz3d futuristic chair asset
- a dentist's chair work light arm
- a white occulus rift (or similar, can't remember)
- a wall and door I whipped up in blender
and here's the (not yet final) result: