I do not insult, I am surprised) Perhaps it all depends on the approach and skills. If you have one material, and you use automatic uv, and you do not care how the model behaves in the game engine. Models are different and you as a 3D modeller should understand this)
yes they are different, but realistically it should not take a month for single model, especially considering the average quality of a lot of the models (not crap by any means but also not anywhere near top-tier either)
for instance if you are literally building a model (just the model, not the texture or anything else, just the 3d mesh and maybe the IK skeleton for posing) by hand and completely from scratch (much easier ways than that by the way) i could see it taking a month provided you are either devoting only 1-2 hours per day on it or are doing something like zbrush or the like and are just really not comfortable (or good) with it.
from start to finish (and i'm not a pro, i just fuck around with things for my own fun or for my own private mods in games) if i were to make a rigging for a model (my own or another's) to get to a point where i could use it passibly barring needing some tweaks for egregious joint deformations or texture warping; would, depending on the type of model (bipedal, quadrupedal, mechanical) take on average take maybe 3 or 4 hours in total, and polish of the rig to as good as a non-custom model can usually get would likely be another 2 hours, 4-5 if it's something really complex or stubborn like a multi-joint limb or armature with multiple flex axis' that refuse to not warp in the wrong direction on the outer extent of the joint.
now if i were to make a model from scratch, for instance in zbrush would take me quite a while (probably better than 30 hours to get it to a quality i'd like) simply because of the nature of the program and that i do not own or ever use a pen tablet.
on the flip side if i popped on my oculus and used the touch controllers to directly manipulate the model in a 3d space that would likely be cut down to maybe 10 hours to get it relatively polished and good for some easy rigging and texturing, barring finding some minute spots that i may have missed.
now while the engine does have a fair bit of bearing on things, provided it is using standardized formats or at least formats that can be reliably converted to something that is more usable such as .obj or .3ds then the rigging is really pretty easy to get done (sometimes a little time consuming when an engine misbehaves with certain procedural animation methods, but still easy just a lot of steps)
now from what little i know of unity (more used to unreal here) it takes .obj files natively as well as animation files from things like maya and 3ds max (i tend to use 3ds max for a lot of things, just what i'm used to) and for instance if you create your animation within 3ds max, it is very simple with interpolation turned on and then just using sparse key frames to make your significant movements and then doing your fine detail movements by hand.
so as you imply that you are doing full quality work (as a programmer) and it is taking a full month for a single model and its subsequent texture and rigging work, then i'm sorry either you are completely inept at some portion of this process and its taking you 3-5 times longer than what it should be taking to do the task, or something else is going on that you are not fully disclosing.
i don't mean that as an insult, i'm just being frank that something appears to be up.
and for reference i'm not just some guy that popped in to troll or chime in or anything; i did pledge for about a month and after taking a look i found it really was just not worth the money at this point (even at the lowest tier) and more on a personal note, i disagree with the extent and degree of aggressiveness of the paywalling doubly so on something termed a "demo".