Step 5: Legs and feet
The upper leg is connected to the torso mesh, while the lower leg and feet are separate objects. Follow the flow of the shapes in the armor. Once again, try to keep in mind where you UV seams are going to go. The majority of the leg is hard surface and limited in movement; however, have at least 2-3 edge loops that flow around the crotch and upper leg to allow for deformation.
When creating the feet, make sure the geometry is extruded up into the lower leg so that when the foot rotates, the end of the mesh isn't seen.
Step 6: Hair strips
I generally block in a few hair strips during the low poly modeling phase and add more during texturing - that way I can see how much is needed and how the alpha is working (the image shown is the final hair mesh).
Start by extruding a cylinder and shape it into a rough ponytail (use the ZBrush placeholder sculpt as a guide). Select a loop of faces running down the cylinder and Mesh > Duplicate Face. Apply a Planar map (Create UVs > Planar Mapping) and edit the UVs so that the UV borders are straight and aligned. Doing this now saves time later. Duplicate the hair strip around the head and use Soft Selection to reposition and manipulate them into place.
Step 7: Check the model
Once the low-poly model is complete, check for any errors in the geometry and that the Face Normals (Display > Polygons > Face Normals) are facing the correct way.
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