I used the same reference images. I wanted a character wearing a coat, so it seemed appropriate to borrow the reference.

It's pretty much burned into my head, Joan of Arc too, I still borrow the reference images from that tutorial too.
Quote: "Regardless, aside from the head looking maybe a little small in the textured version, its coming along pretty nicely! "
Cheers. I have resized the head since, it did look a little bit odd when I reimported it back into Silo after the UV/Texturing. This model is mainly to try and help me improve my texturing as it has always been my weak point, this one's an attempt at using photos to texture, so I'm glad you think it's coming along nicely. I may use the same character to see what I can do with hand painted textures.
Quote: "Just found out about blender sculpt mode and had some fun playing around with it. My incompetence at drawing feminine chars is not only restricted to 2D I realized Attached is a my retry if someone was interested (with sculpt and low-ploy model).
Edit: I suppose for game use, sculpting is not so wise. But could maybe add faces manually on top of it later; More work, but easier to handle ;D
"
Sculpting is an interesting way of modelling. I'm not very good at it myself, I think it's one of those things you need a tablet for and the ability to draw and I have neither.

However, it is a viable option for games, many games use sculpted models, but they're not the insanely high poly versions, but lower poly versions with the extra details baked into a normal map.
People who sculpt their models either work from a base mesh and add detail or sculpt from scratch and use a tool, which many sculpting programs have, called 'retopology', which basically allows you to create the base mesh over the sculpted mesh and also add in things like your edge flow. I believe Blender even has that option. I know Silo does too (the tool I use for 3D).