I've got a workflow hang-up with modeling a stylized character shaped out of nothing but "banana" shapes. My usual method in Blender is using "Subsurface" boxes to model each separate/major part, then "union" them before later sculpting them -- but this mesh creates lots of garbage polys if I union too closely to the flow…
you should probably get a black out going before you start worrying about the exact read f the 2D concept. character modeling is an iterative process, make something, then tweak it, instead of trying to get it right the in one go. also, have you tried sculpting it from scratch instead of box modeling?
So I learned a lot about Blender with this guy -- mostly that "Banana" shapes aren't as scary (with a LARGE brush size) as learning all the Transform and Scale BS that comes with Blender. That said, considering the model sheet was pretty janky and inconsistent (the eye placement... *shudder* ...how do you deal with that…
If I'm following correctly -- by "blackout" are you referring to turning the entire base mesh black to see how it reads against the 2D art, or are you referring to turning the 2D art into black silhouettes and modelling the base mesh from that? As far as sculpting from scratch -- I'll have to try again. My brush settings…