Before creating a character I desided to create a Biped so that I had reference points to go by when making clothes for the character.
To create a Biped I selected the "systems" option then clicked on "Biped" then by selecting the different options on the side to have 5 fingers and 5 toes. Then by clicking and dragging on the screen you can create your biped model.
Creating TopThe next step I took was creating the top for the character, to do this I first selected the "Plane" tool and click and dragged a square onto the screen. By right clicking and selecting "convert to editable polygon" I would then be able to edit the shape of the plane into a top.
By selecting the "Edge" tool I was able to click and drag upwards whilst holding down the shift key to create another square above the plane I had already created.

I kept doing this technique until I had reached a height I was satisfied with, then holding the shift key down again created a right angle at the top of the top and then followed the technique down to the starting point of the plane.


This gave me a shape that was like an incomplete box, the next step was to select the right side edge to do this I selected one of the edges on the right then clicked the "Loop" tool, this seelcted the border of the shape and then hold shift and click and drag to the right to create a larger shape I did this for 3 more squares so that I had a shape that was 4 squares in width.

Now the I needed to create sides to the top, to do this I selected the edge of the inside of the top & selected "Bridge" then by clicking one of the edges and selected the 2nd edge to connect to.

Once both sides of the top where connected it was time to start moving parts of the top so it had more of a top look to it, to do this I selected the "Vertex" tool and moved each area that I felt needed to be moved to create the shape of a top.

Once I was satisfied with the look of the top I decided to "Turbo Smooth" the object to see what it looked like smoothed and the result was good all I needed to do was change a few of the vertex's and then it was how I wanted it to look.
Creating TrousersThe next step for the character creation was to create some trousers for the character, this takes a different technique than before but is just as simple.
To begin with I created a cylinder and converted it to an editable poly, it was then time to start extruding the shape upwards changing the size of it as it went up using the "uniform scale" tool.
Once I had reached the top part of my characters leg I removed some polygons and then used the edge tool to pull out the sides creating a shape of the cruch.
The next step was to create a "symmetry" and then connected the trousers using the weld option in the symmetry option.

Once I was happy with the look of the trousers I used the "Turbo Smooth" modifier and was happy with the result of them.
Creating ShoesThe final clothing I had to create was the shoes, to begin I created a small box and converted it to an editable poly this is for the heel of the shoe. The next step was to start extruding points out from the heel creating a shape of a shoe.
Once there was a base structure of a shoe it was time to start editing the shape using the "Vertex" tool selecting each part and molding it into the shape I wanted it to look like.

Once I had a shape I was happy with I added the "Turbo Smooth" modifier onto it to create a smooth finish to the object.
Creating Arms & Hands
To create the shape of the arms I used the same technique as I used for the trousers, starting with creating a cylinder and then editing the shape by extruding out the sides.

Once I had reached the top of the arm I deleted half of the shape so that I could create a bulge in the arm like muscles.

To do this I selected the "Border" tool and selected one side of the arm then clicked on the "Bridge" option and selected the first point of reference then clicked the second point of reference to bridge the empty gap. Within the option there is a "Taper" option which allows you to create a bulge by changing the thickness and segments you wish to create.


Once you have created the taper on your arm you can start to edit the shape by selecting the "Edge" tool and clicking the option "Loop" so you select the whole area then you can move it to the places you want the arm to have muscles.

I repeated the technique described above until I had a shape that I wanted for my characters arms.

Now that the arm has a shape it is time to create a hand for the arm.
To create the hand you need to create a box with 4 length & width segments and create it with a little bit of height.

The next step is to edit the shape of the hand by extruding out 4 fingers from the top of one side of the box you created, then extrude from the side of the box for the thumb.

Once you have a shape of the hand you can start editing the way in which the hand looks by rotating the fingers out slightly so none of the fingers touch.

Now that the hand has a shape you need to change the corners of the hand so it looks more like the shape of your hand. Once you are happy with the way the hand shape looks you can "Turbo Smooth" the object to make the hand look better and more like a hand than a box with fingers.

The next step is to attach the hand to the arm, the best way to do this is to select the end polygon on the arm and delete it so the arm is hollow and do the same for the hand.
Select the Arm and click the "Attach" button and select the hand from the list.
Then to join the hand to the arm select the "Border" tool and click the area which you deleted from the arm, select the "Bridge" option and then select the hand and bridge them together.


The last part you need to do is to edit the shape of the wrist and the hand so that it looks like its connected properly and looks a bit more realistic.

The last thing that I did was to add the head that I created from last semesters Virtual Environment module to the character model, to do this I merged the old 3Ds Max file which included my face model and added it to the character model.
Here is what the character looks like so far.
