The model is done! The eye was definitely the trickiest because of its odd shape. To achieve it, I had to make the eyeball itself a plane, then soft select, pulling vertices out so I can get a bit of roundedness.
In my previous entry I was not happy with how bug eyed my character looked, hence the change. But working on a flat plane isn’t really easy either, so I had to do a workaround. I filled the hole, then extracted the shape. Following that, I quad drew directly on top of the odd shape to get the topology … Read the rest