This character model is a basic character model that uses a few modifiers to make things easy. Every piece of the character started out as a box, and using all tools in the tool box for editable polys, I was able to make a pair of boots, legs, a torso, arms, and a head. However it’d be incredibly troublesome in order to make this character boot by boot, so I used symmetry modifers in order to reflect a left foot across a mirror. Then I applied the same idea to all body parts that work in pairs.

Yes, I know. He could use for a face lift and those knees sure look… interesting, but more importantly, he doesn’t look very symmetrical. This is the character after having bones applied to him in order to animate him. However something important to point out is the fact that the textures aren’t stretching across all the body parts. UVUnwrap is a modifier that allows me to turn this character into a, even by a little bit, more realistic character.

(This is the render map for the hand).
Now I mentioned animation. This character has a very simple animation, spread across 100 frames, and using roughly twenty key frames per bone (not including the spine and hip bones). The end result was this “throwing animation.”
Finally, here are the few textures used to give this character some clothes.

(Boots)

(Legs)

(Torso)

(Arms)

(Gloves)

(Flesh-tone for the head)