Using the reference material within this post, I did the same thing as that post and modelled the legs and feet from the reference images. The only downside to this is that I purposefully avoided a lot of detail on the legs and feet in order to maintain the low amount of polygons on the mesh. This gives the model a very rough look that I’m not all too content with the final result but it will suffice until I can potentially, if at all, add more geometry to the model. Hopefully most of the rough shape will be lost in the texturing. Here below is how they look:
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].