I'm working on the creatures you can encounter in Gnoblins at the moment. Currently there are almost 20 different creatures in the pipeline, most are still in the modelling state. But I've created lot of new blender templates for rigging certain types of models (like humanoid, quadruped etc.), a new texturing template and new tempaltes for baking and rendering models. The current pipeline is modeling->rigging->texturing->animation, all done in blender, even the complete texturing process. Here's a render of a golem I've almost finished so far.
The golem demonstrated the art guide we have developed over the time. The golem is one of the creatures I've created alone from concept over modelling and rigging to textureing, so by definition it is programmer art ;-) Nevertheless, I believe that it is a decent improvement over a simple ascii text in your common roguelike game ;-)
You did the texture as well?
Also, why do you texture after you rig? If you find you need to go back and make changes to the model due to texture/uv issues that could complicate the process. Do you UV Map before you rig?
The art style is great and I love what you have done with the color choices. If this is 100% all of our art I am very impressed.