And here’s the full model! I eventually played with him a bit more to tweak him for the final, recessed his forehead a bit and modeled some hair. Otherwise, here’s Kai!
Oh, almost forgot. I also took a look at the polycount and moved some things around to get it lower. What you see there in the upper right corner is the polycount of the subdivided, smoothed preview, so you’ll want to divide that by half to get the actual value: 1901 (roughly). Not too shabby at all. With proper normal mapping, the lower-poly version can look pretty close to that smoothed version without sacrificing on polycount. I generally use a subD proxy for general rendering instead, though.
Next, mapping and stuff.