Begin with a box move it to the center area of the reference previously disgusted in the other post mock in the general shape of the reference you have created try to match the box up with the core of your character (try to keep your poly very low)
delete or remove half of the box using the face mode then duplicate special check your geometry status by the time you have matched up your box you should around 3-5 faces up and down on both sides (size of character dependent) caution soft selection maybe active if your object is freaking out.
Scale X1.000 Y1.000 Z-1.000
grease pencil is found in the tool bar looking like a little pen or pencil colored light blue ish
Geometry = polygons kind of
for the in general waist line it may be helpful to add an extra edge loop with the multi cut tool push and pull push and pull the body remember to use the basic shapes we consist of like for example the groin will be an inverted cone or triangle like shape for creating the legs you may need to use a fan looking geography for the legs and arms pull the inner face out and down until this matches the basic shape of the legs and hips do not forget you may only need upto 2-3 extrusions to get the fan looking geo
The Vertex interface will be very helpful for the creation of this or these models.
As you go into the legs you will need use the little widget resembling the of or on icon we all know this will convert the face or symmetry you are to world and this will allow you go straight down form where you are
Also you may need to get down and dirty with a lot of the little corners and edges because they will try to do they're usual stuff also 3 will smooth up your existing model or object remember if your model is humanoid the muscle structure is the easiest thing for you refer to while modeling if your character is not fully human then the muscle structure is up to you to decide as always
carrying on stop your extrusion at the knees purely for the use of the V fan type set up like the hip structure mentioned above and then repeat the cut or edge loop process previously mentioned (the fan will help deform the moving parts later
Volume Volume Volume try to think in the ideas of human biology and curves shapes.
for the arms you will probably need a bat wing like shape extruded from the inner face again the vertex tool will be easier manual reshaping will be required. your body is your best resource or reference
Feet use the face tool or interface to extrude the bottom face of the ankle area or place
and for the ankle extrude the faces in and pull the ankle bit out this is all just to acquire the correct volumes for your general shape as too create the volume of the muscles and other details use the edge tool to input vertex you can manipulate to create more human like volumes insert the edge loops carefully you will also need these inserts (edge loops) for the legs all these more touchy details will need the edge loop tool and fine detail concentration for the neck you will need only 1 bat wing type input and the other volume based inputs to further detail your characters shape correct e t c organic curve analysis and replication again use your body to do this EVERYTHING MUST stay in quad or squares also you can cut in the shapes you require for fine details like breasts or pecks i shall get into toes when i get there.
you can also use these techniques to kick in and out most of your lines but please do be very careful try not to and up with triangles or anything other than square or quad based shapes for easier rendering and less of a major head ache later.
The Muscle shapes are the key to creation of the asset.