I would tend to caution against following Egglock's path, especially as someone completely new to game and asset development. It'll work if you are tenacious and self-motivated with a strong drive for learning a lot of stuff at once with steep learning curves. But it's probably a recipe for failure for most newbs out there.
UE4 is an impressive engine that is meant to be used by decent sized teams with a fair bit of experience; trying to make it work solo is generally a bad idea, even if it is possible. The engine is a beast, it wastes system resources like they're going out of style because it was meant to be used on beefy workstations that will typically set you back a few grand to build. The source is a tangled mess that only the most brave and experienced should ever attempt to traverse. So if you run into issues or limitations that aren't on Epic's top priority list, consider yourself thoroughly screwed.
A far better indie/solo friendly general purpose engine would be
You must be registered to see the links
. It's lightweight, it has a surprisingly clean C++ code base, open-source under a very permissive MIT based license and it has full support for both 2D and 3D. It also easily exports to most major platforms, comes with a very nice Python-like game scripting language (GDScript) that is easy to learn once you've picked up the basics of game logic and programming. It has built-In editors for coding, animation, shaders, tile maps, 2D/3D scene layouts, etc. Plus a pretty nice debugger and all of the API reference material easily accessible from within the GUI itself.
If you have a particular game genre in mind there are also some other engines that can be even better starting places. Such as Ren'Py for VNs or RPGM for RPGs. Game Maker can be a decent starting point as well if you want to jump straight into making games, but it is very limited and some times promotes bad practices to get around it's shortcomings and it scales very poorly. It's good for prototyping game ideas, but sorta bad for fleshing out anything advanced.
Lastly, 3D is a terrible place to start in terms of game development if you are using it for anything more than prerendered stills/animation clips. To increase your chances of success you should start small and in 2D, or even straight up text based. Learn the ropes of how games actually function at their most basic level and build on that knowledge step by step. Once you are comfortable with the basics of 2D you can start to consider moving on to 3D, if that happens to be your goal.
I can provide some useful links a bit later when I have some more free time to dig around for them. On general game development, Godot in particular, and various aspects of asset creation (both 2D and 3D). Just let us know a bit more about what it is you hope to accomplish so you can get more focused and relevant feedback and advice.