This week I started on transposing the mesh into a striking and dynamic pose that suited the character. This process was done using the transpose master tool which allows me to go into further detail when moving certain parts of the mesh when they are masked.
Due to my character having strange and unrealistic anatomy all around, it was quite difficult in some areas to get the body parts at a view that could see dynamic but also natural with the characters build. I also had to keep in mind the type of frame that that final shot for the rendering stage of the character will look like which also effected how I wanted the overall pose of the character mesh.
Added background
The next phase was the beginning of working with the lighting which would later on transition into rendering an image of the character mesh
I had a play around with the lighting features here but it overall and came up with a hard shadowed look that I think suited the character well. But I also had to keep in mind the post Photoshop practice of touching the image.
Here is a mock up rendered image of the character after some of the touch ups in Photoshop. Overall this mock up render shows me some of the problems that I am having with some of the colorization of the mesh, and certain body parts blending into each other witch gives of a confusing look on not knowing were anatomy on the character starts and ends, as well as the slightly awkward composition of the shot which I will work on changing back showing the character from a different view with the next render. Also this character does not suit the background that I choose as it looks too dark a compared to the foreground of the character so I am going to change the background as well.