In this chapter, we've learned quite a lot about how to bring a characters sculpt to finish. Let's draw the main points together again:
Adding detail locally can be done using local subdivision
We easily organized our model by creating polygroups from Polypaint
Inserting edge loops help us to create topology that supports our modeling, for example, around the eye sockets
The Transpose tool helped us rotate the fingers and can also be used to quickly create masks by topology
By creating our own hotkeys, we can work even faster now
We added additional props to our character with mesh extract
For more elaborate props, we can use ZSketching on top of a mesh
Symmetrical pieces, such as the eyes, can quickly be created using mirror and weld
Layers help us keep things organized and to work non-destructively
With the body finished, let's go ahead detailing the fur and the belt in the next chapter.