About the process
For this illustration I started with a Dynamesh sphere as usual, working with symmetry to build basic shape. I was going for something stylized so I spent some time playing with the proportions… long neck, bigger head, prominent big lips, etc. Once the main volumes were in place, I retopologise the mesh to start the sculpting and detailing stage on a clean model with good topology. Each object its a sub-tool and for posing I used the transpose master.
One thing I didn’t like about the model, after I rendered it, were the eyes. Although I wasn’t going for realistic proportions, the eyes look a bit too weird and lifeless, so I did some “liquify” magic in Photoshop as well as painting over the render.