Player character concept for Camelot: Unchained from Unchained Entertainment. Due to technical limitations and time constraints, these character reworks had to fit the body geometry of a previous character model, which presented a creative challenge. This meant that the body silhouette and general proportions could not be changed, and all 3D changes were limited to the head, baked normals, and new materials.
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The strategy I used here was to begin with a more expressive 3/4 pose to use as a style target, and then fit that design to orthographic views of the current geometry for the final design. This would allow the 3D artist (which ended up also being me in this case) to have a reference for pushing shape and silhouette where possible as well as a more literal representation of those limitations.