Alan Wales (lead character modeller) states that the silhouette for any low polygon characters is very important and if done correct players in the game can clearly distinguish your character from a distance.
An early attempt.
The above pictures are screenshots of some very early work in progress, which was before I taken on expert advice from Alan and Nick.
From some experience of modelling characters in the past I feel that it’s better to start modelling the head first because it is one of the most complicated areas of the human figure and it can take more time to get the topology correct.
At this stage I was not satisfied with the detail of the face, I spent too much time on the topology instead of using the time to find better blueprints.
The above blueprints of the characters head was made from a collection of internet pictures which I modified within Photoshop but the front and side perspectives were not accurate enough to model.
However my first few attempts to make to head was not a complete waste of time, it was a good learning curve and from this I have taken my modelling skills to a higher level.
The above pictures show the improvements of modelling the character head with using photographic references, I was more confident in modelling from real references because I did have to worry about the size of each facial detail.
To control how much polygons and triangle where used I continued to use the high detail mesh as guide for making the correct silhouette for a PSP low polygon mesh.