START SIMPLE:-Simply don’t rush in and try to make a fully comprehensive head or hand or any other body parts as this can come later. Block out the whole character first using elementary primitives and stitch them together. For E.g. cylinders.This will give you a comprehensive overview of the character’s proportions and an instant feel for how it will look.

WORK SMARTLY NOT HARDLY

If you create a good hand model with correct topology for example:- put it to one side so you can use it again on another character.If the character strategy you’re working on is balanced then just model half and mirror it.

KEEP SCENE WITH NEATNESS

Once your character is modelled then it will go through the hands of many other people before it gets into the final game work– so intentionally try to keep your scene as neat as possible.Correctly name each model, erase unused nodes and shades, and bake any construction history on your models. Leave the scene as you would like to be given it.

PRIORITIZE

Think about what will be seen most in your model, and rank the polygon budget accordingly.If the character has a big cap, for example:- spend more polygons rounding it off so it looks smooth. Or If the character’s face will feature greatly, spend time making it look great.

KNOW YOUR RESTRICTION LEVEL

One of the first things that should explored before opening any game character is your set of working restrictions like environment setting and how character will be looked and seen in the game .Knowing how the character will be used and what they must be able to do can have a theatrical effect on the model itself. Will it be animated? For example: – If so then how individual fingers need to bend or will the mouth need to open?Also research work is very much important .Even big and well known artist also have wealth of reference around them while they work.

ADD DETAILS IF REQUIRED

You need to know how the character will be used. If it will be seen from a distance, there’s no point adding fabric detail or the inside of its mouth. Many artists first desire is to put details into every area of their creation. It’s only usual to want to do your best and produce an amazing character. But in the gaming world it may just be unexploited effort if it’s never seen.

As the character moves around in the computer-generated world, it will look more improved and bend it in a more convincing way if your topology imitates the natural muscle layout of a real person.