A good starting point for a hat is a simple cylinder that you can then scale and extrude. I also used the Split Polygon tool here to add new vertices on the hat rim, because it was too angular (Fig.29).
I started with a plane to make the neck scarf (Fig.30).
Here is the workflow for the character's right hand. As you can see here that the left hand is finalized. I used this mesh for both hands, but according to the concept it should be a little thicker. The shoulder and hand armor geometry is pretty simple since most of the detail is going to be painted on the texture later. Pay attention to the hard edges as they will work well texture the texture in the final render (Fig.31).
Another thing to keep in mind is the polygon count. The main parts of every humanoid model are the head, shoulders and upper torso. Especially in games with a first- and third-person view. Each time people take a look at a character they focus their sight on the head area. So if you have additional polygons, don't hesitate to use them for a nice, smooth silhouette in that area (Fig.32).