The horse blue print was taken into view port backgrounds and spline modeling was used to start off with.
step 2 of 8
Head & Body of the horse gets a basic structure after extruding the spline created in step 1. Convert the extruded spline to a editable polygon and cut it through the vertexes to create multiple polygons. Now extrude the polygons located in the blue print's horse leg positions.
step 3 of 8
Position of each vertex is corrected to match the blue print. This must be done by working in two different views (View port views), so that the model is equally proportioned & balanced.
step 4 of 8
Detail to the model is given by maintaining a good mesh flow and adding or reducing the vertex count as required.
step 5 of 8
After placing the vertexes to match the blue print, mesh smooth modifier is applied and a final correction is performed to get the exact structure as in the blue print. For nostrils extrude option will give desired output. Hair is added to the model using hair & fur modifier.
step 6 of 8
For texture, UVW mapping & unwrap UVW modifiers are applied. The resulting UVW is flattened from top to bottom & saved as an image file
step 7 of 8
Texture the UVW map in Photoshop & assign the texture to the model by using materials & mapping option (Diffuse).
step 8 of 8
Lights are added & positioned to get a good render output.