To
assemble the body, merge the head and
the eye in the bodys scene.
Remove
Meshsmooth from the stacks of both objects
and keep only Editable Mesh.
Using
the background image as a guide scale
the body with a uniform scale.
On
the body, erase the polygon in the middle
of the neck.
Then
with the Attach button, click on the
head to make one object.
With
Create, build the faces to connect the
head to the body.
As
it happens there is the same number
of vertexes in top and in bottom thus
one has only quadrangles with the final
mesh at this join :)
Finally
adjust the vertexes of the neck to give
a regular form.
To
make sure that the vertexes are placed
on the bodys axis of symmetry and so
all aligned vertically, select them
then selectnon uniform scale and then
right click on the icon to open the
'transform type-in' enter 0 in the field
of the x axis.
All
these vertexes are now perfectly on
the same vertical axis.
Select
all the objects and in the Hierarchy
panel, select Pivot, Affect Only Pivot
and click on 'Center to Object'.
That makes it possible to center the
pivots of the objects in their geometrical
center.
Indeed until now the body and the head
had kept the pivot of the initial starting
object
It
is easier to move the right part of
the character after the copy to mirror
in Copy mode
Select
the left part and with Attach activated,
click on the right part.
Select
the vertexes of the body's axis of symmetry
To
weld the two parts it is enough to apply
Weld with a low value.
This
value indicates a distance to which
vertexes within this value become welded
together.
To
be sure to weld the vertexes in their
pairs check that the number of selected
vertecies after Weld is half of those
initially selected.
If
it is not the case, decrease the tolerance
of Weld etc...
Here,
max indicated 166 vertexes before Weld
and 83 after thus they were welded in
their pairs as desired...
Check
visually that they are all correctly
welded by looking at the model in low
poly.
Then apply a Meshsmooth modifier.
Click
on the images to see them large.
As
usual, preserve the low poly model for
the next parts (dont collapse!)