Adding Texture through the clay build up brush.
This gives the whole mesh a sense of more added depth which works for texturing specifically the look of skin which is what I am trying to go for with this character.
Simultaneously Sorting out Proportions
I needed to sort out the torso to line up properly with the legs so that the character was not leaning back from a profile view. This process was done by masking the top half of the mesh, and aligning it slightly with the bottom half of the mesh.
I also worked on making the head shape a little longer give the shape a more unorthodox look as the character is meant to be a beast overall.
Setting up Feet
Here I wanted to set up a base for the eventual claw toes which I will create as a separate object later on.
Creating base for wings
My character has a pair of bat wings so I am going to incorporate a similar method to the feet by adding a base to the character and then creating a separate object for the wings later on.
Creating base for tail
Similar method goes for the tail.
Creating hands
For this process I will be using the insert sphere brush to create the main base of the palm of the hands, and from here I will sculpt the palms and the thumbs of the hands, and also sculpt the base for the four fingers which I will create separately using the insert sphere brush again.
Creating Clawed Toes
Here is a similar process for the toes in that I am using the insert sphere brush tool to crate the toes, and the claws.
Extending Tail
The tail is being created through another inserted sphere.
Creating the wings
The wings are being created through a large inserted sphere which has mainly been flattened, and then sculpted to crate more of the bat winged shape. Then I will sculpt the indents to create a more in depth wing shape that will look slightly like bat wings, but also I also want the wings to have there own flare towards them that look slightly cartoonish.
Trying the wings again
I felt like I could do a better job with the wings so I am reworking the shape and indents of the wings. I also need to create a shape that can crevasse around the back shape of the mesh body, that looks natural, and overall suits the character. I want the wings to look imposing and stand out, but not enough to look like a separate object when I join the meshes.
front
back
Reworking the head
The head on the mesh before was a little anatomically too small for the overall body proportion, and did not match my reference so I masked the head individually, and the scaled it up a little to the right size. I want to have exaggerated body features on this mesh, however it is also important to have working anatomy so that the body does not look too off model as I do want the body to have a some what natural look.
Creating the eyeballs
This was simply done by again using the insert sphere brush tool to create the initial sphere, which I then then transitioned into using the move topology brush to manipulate the sphere to more of an oval shape, matching the reference illustrations.
Adding a little more resolution to the dynamesh.
This is a process that adds a higher polygon count to the mesh. I was specifically looking at the head which if you look at previous images the head seemed to have a low poly count and look overall quite block compared to the more streamlined torso and legs on the mesh. So after going through this dynamesh process and adding more polygons it gave the head that less blocky look, which matched the rest of the mesh.