I didn’t quite need a tutorial for this aspect of the model because of how I was approaching the polygon count on this model, in that I didn’t need it to be extensively detailed, just to have the basic shape of a torso. For this, instead I lined up reference images with the model of another 3D model and aligned the torso in regards to that specific reference image, allowing for variance in image size and preference of the size of the model in question.
Reference images in question:
Results of this process:
I think for the sake of practicality this was fairly effective in producing the arms and torso. The only negative factor about them is how low the polygonal count is for the character, if anything later on it will be a factor in some if not most deformations when it comes to rigging this character. But seeing as these characters are potentially being implemented into a level of which is being strained on resources as it is and will be implemented in a large amount, the only alternative is to settle for the polygon count and have these slight deformations.
Conceptart.org, (2009). male figure in T-Pose. [online] Available at: http://www.conceptart.org/forums/showthread.php/161408-male-figure-in-T-Pose?p=2314173 [Accessed 15 April. 2014].