Select the 2 vertices on the back part and pull them outward a bit. Tweak the rest of the vertices to get a nice round body.
Step 16
Select the top loop and with the same Extrude-Scale method, build up the body to the neck, matching the reference as you go.
Step 17
Adjust the loops in the side view as well, and Scale, Move and Rotate where necessary. Tweak the vertices to make the whole body smooth and round. It should not be 'cubic'.
Step 18
Place your mouse pointer between the two loops and press Control+R to create another edge loop. Click to confirm the position of the loop. Right-Click on the vertex shown in the image to select it, and delete it with DEL key. This will be the position from which we will extrude the arm.
Step 19
In the Side view adjust the vertices to get a nice round shape. You will notice that we automatically have 8 Vertices for the arm, just as we had for the leg.
Step 20
Select the front row of vertices with the B key (or multiple select using Shift+Right-Click) and the move them down to create some definition of chest. Use the G key to Move, you can toggle transparent mode with the Z key to select vertices which are behind. Pull the front two vertices up just a bit, as shown in the image.
Step 21
Alt+Right-Click on the edge loop to select all the vertices of the loop. Press E to start Extruding, and Left-Click to confirm. With the new loop selected, press S and X, then scale down the vertices to align them into a line. Left-click to confirm.
Step 22
Now we will Extrude this new loop to form the arm. You can Extrude and Scale them gradually, just like we did on the legs, OR, you can Extrude it to the end and then add edge loops in between and model the shape. We did the first method with the legs, so here we will practice the second method. With the New loop selected, press E to Extrude and Move the cursor to the base of the palm. And Left-Click to confirm. Scale and Rotate the new edge loop to match the reference.
Step 23
Now we will add extra edge loops to define the contour of the arm. Press Ctrl+R to bring out the loop. Then Left-Click to add the loop, and then Left-Click again to confirm the position (at the elbow.) Add three loops for the elbow joint. Rotate them if necessary to make them perpendicular to the arm.
Step 24
Add a few more loops (one for the tricep and one for the bicep.) Scale them to give some muscle definition. Add one more loop for the shoulder.
Step 25
Select the three vertices as shown and in the Top view, pull them a bit backward to that we have nice smooth shape, a smooth transition from back to shoulder to arm.
Similarly do this for the front three vertices as well.
You can also adjust the shoulder loop. Select the loop using Alt+Right-Click, and Scale them a bit in the Y-Axis. Press S and then Y to Scale only on the Y-Axis.
I have also adjusted the shoulder and neck from the Front as well.
Step 26
Lets move ahead and model the shoes. Select the bottom most edge loop and press E to Extrude it.
Step 27
Select the front two faces (four vertices from each face) and again press E to Extrude them.
Adjust and tweak the vertices to give it a nice shape of a foot/shoe.
Step 28
Select the two opposite edges and press F to make a face in between. Make one more face as shown in the image. Then hover your mouse over the new faces and press Ctrl+R to add a new edge loop, and Lift-Click to confirm. Select the two vertices as shown and press Alt+M to merge them. Do the same for the vertices at the heel.
Step 29
Now we'll start modeling the hand. Select the last edge loop using Alt+Right-Click, and then press E to Extrude it. Scale the new loop down a bit, and Extrude it again to form the wrist. Like all joints - knee, elbow, shoulder. We have 3 loops for the wrist too.
Step 30
Extrude it again to the knuckles, and Scale it down along the Z-Axis. Extrude and Scale down again to form the fingers. We need the model 'low poly', so no need to model the fingers separately. We will paint them over on the texture.