Duoas: Thanks! Just keep at it and you’ll do wonders
In my haste for the wc I tracked both eyes to one empty instead of two, which makes a big difference. I’ll be posting an update below. Thanks for the feedback!
Wu: Thank you very much Wu
It was a very long weekend, and after the wc I continued working on this. The WCs have been a steady source of good personal challenges. Humans are tough. While it may be a little quicker for me these days after all the other models, there’s always that extra time to take something that’s made and take it from being just an object to something that could be alive. Exciting stuff!
Fweeb: Thanks Fweeb. Yes the left eye was definitely off. I cut corners here and there due to time constraints, but I’ll be updating this below.
dante: Wow thanks Dante
Sometimes I use proportional editing (which I used a little here), whereas sometimes I use a variety of techniques including fractal subdivision and manual mesh smoothing. For more form-fiting clothing I sometimes will make a partial duplicate of the mesh figure that will wear the clothes and then make adjustments off of that. Lots of ways to do this, but the direction seems to be dictated by the type of clothing needed for a particular character. Yes, sometimes it just comes down to pushing and pulling lots of verts too 
lemmy: Thank you very much lemmy! I appreciate that.
Hippie: I’ve been pushing harder yet these past few months, so I really appreciate your feedback! This was a special project for me, so some extra enthusiasm went into completing this.
osxrules: Thank you for the excellent feedback osxrules! I am posting an update below to address some things including those you’ve mentioned. The two empties make all the difference. Yes, everything here was done from scratch. Modeling went relatively quickly after the head was finished. The rig for this was minimal, only for one hand, which was then duplicated. Everything else was parented to the body mesh and then a massive empty for placing the character. I did that mainly to save time since I knew in advanced I was going to model a very specific fixed pose. I used object centers for pivot points on the sleeves. Hands are parented to the sleeves which are parented to the body. The figure can still be posed in a few different ways in this setup.
sornen: Thanks sornen. I’ll be posting an update below.
Aristotle: Thanks for the very helpful feedback Aristotle. Good observations! I’m soon posting the revised (post-WC) version below.
Thanks for checking out the play too
It actually “picks up” towards the middle. The idea was to flesh out this legendary character Yorick based on lines from Hamlet. In the play I try to show how Yorick wound up being reduced to the skull Hamlet holds yet remembers warmly. I’ve written a few plays in a similar vein, including ones about such characters as Falstaff and Penelope (from Homer’s Odyssey).
Lol, this is the kind of stuff I was creating before Blender
I do intend to incorporate more of my literary interests in Blender. In fact, this character may be part of a series of literary characters I might do in Blender depending on available time and what direction I feel like taking when the opportunity arises.
Update coming soon!!
RobertT