In the first few parts of this tutorial we model out our basic proportions with NURBS primitives which are converted to polygons to add detail and create the stylized look of a cartoon character. You'll learn how to keep your existing topology when converting between different geometry types
and define areas that need more detail like the facial features and the joints by using the split polygon tool. We extrude faces and use some simple box modeling techniques to create ears and hands and work with the sculpt geometry tool to smooth out our mesh as we go along. The detail sculpting is done with sub d's but you'll see how you can work on a polygon smooth level instead if you'd prefer as the principle remains the same.
When we have the complete body and head of our female cartoon character joined up properly we use our existing geometry to create the clothes and lofted NURBS surfaces to make pilot glasses and helmut before adding some strands of hair to finish the model off.