Having done some basic 3D modelling in the past, I wanted to create something a bit more accomplished.
I modelled and rigged this "Viking girl" in Blender, basing it on a character drawing I had done prior.As usual, mirror and subsurface modifiers made up a core part of the modelling workflow.
The hardest part to model was, by far, the hair.
I created quite a complex rig for animating the figure. It includes inverse kinematic control bones, and the addition of parameters that allow the influence of these IK bones to be enabled, or disabled; letting you hand pose-influence back to the primary bones when needed during animation programming.