Hey, good start :D
Nevertheless, I wouldn't start with stylized art first. The issue with stylized art is, that theoretical you can do a smiley and call it stylized character. This will not help you learning to do character art at all. Best to target real human proportions first, then you have something you can compare to. Once you have a feeling about human proportions, you can exaggerate certain body parts to start stylizing your characters.
Additional to this, I would recommend to leave details out first. The proportions of a human and the overall setup is more important than some folds.
Eventually you should target a consistent level of detail, proportion, stylization etc. E.g. a detailed face and chunky hands are inconsistent. Sometimes it is better to reduce the level of detail in certain parts instead of trying to do the same level of detail for every other body part.
A rough guideline for a indie dev, who want to do the art alone without studying art first :
1. Learn proportions first (e.g. male human height = 8x head etc.).
2. Basic anatomy, which muscle are visible, how do they form the shape of an character .
3. Think twice about the level of detail, to do high detailed models right, you need to practise for years !
4. I do most of the art for my game alone (though with a friend helping out), so think economical, don't target a style which you could do , but which eats up too much time. The effort to add details to a model/texture/animation increases exponentially. So, is it really necessary to do a sculpt and a low-polymodel and a texture ? Wouldn't it be more economical to model a low-polymodel and texture it directly ?
But you are on the right track, it just needs some more practise and you will do model in better quality much faster, keep it up :D