We are going to start with the main character in the scene, Mandy, but rather than create her from scratch it makes sense to recycle an old model if you have one. There are tons of modeling tutorials around the web, and in books, some of which are linked below -
http://www.ant-online.co.uk/Tutorials/characterMod.html
http://www.3dtotal.com/tutorials/max/joanofarc/joanmenu.asp
http://www.3dtotal.com/team/tutorials/mayafeet/mayafeet1.asp
http://www.amazon.com/Game-Character-Development-Antony-Ward/dp/1598634658/ref=pd_bbs_1?ie=UTF8&s=books&qid=1221048072&sr=8-1
Sorry for the blatant plug ;p if anyone has any better links, please post them.
Don’t worry, I don’t expect you to beaver away on your own base model. To give you a head start I am uploading my own stylized female base model for you to use. Please don’t download and use this directly in your other work though
Stylised Female Base Model
We can approach this two ways.
1. Using the base mesh we can start to rework her figure and features until she matches Mandy, then pose her.
2. We can head straight in and pose this model, then rework just the areas we need to for this image.
As mentioned earlier, if we wanted to create a series of Mandy images it would be better to work on her in the t-pose before posing etc. As this is a still image, it would save time to pose her first, so we don’t spend ages working on areas which will not be seen.
But what about UV`s! I hear you shout…Well, yes, normally you would finish the t-posed model, then UV her before posing her at the end. This is different though, our model can get away without having UV`s as we will be using a custom shader, most likely an sss shader (subsurface scattering shader). We can then add subtle skin tones, and her pale buttocks in Photoshop after, saving us more setup time.
If this were a realistic character I would suggest adding UV`s early on so you can have full control over her skin by using various maps to get the effect spot on
The base model I provided does have some basic UV`s, just in case
Enough waffle, lets make a start…
Take the base mesh into your application and start to pose her however you see fit. You could edit the mesh directly or incorporate a skeleton to help with the pose. Me, I find it easier to throw in a quick skeleton. This not only makes posing easier, it also helps retain her proportions.
With the skeleton in I then bring in the concept art as an image plane to help me match the pose, you can see this below.

You may need to adjust the length of her limbs, her spine or the size of her head to fit the image.
There is no need to pose the fingers and toes at this stage as they will be removed later to be replaced by gloves and boots. In fact, you can delete the hands now if you like…We will keep the legs etc. though as later down the line we may decide to dress her differently.
As this is a quick pose you will notice lots of problem areas for us to fix, so we will look at those next.