Cartoon lobster modeling process
  1. The lobster is created using as few as possible polygons. This model was created form a box that was repeatedly beveled and extruded. The eyes are higher resolution than the rest of the model, as they won't be sub patched.  
   
  2. The model is sub patched, this allows me to generate a sufficiently high polygon count to allow the model to look organic.  
   
  3. Yes this lobster has bones. The bones (shown here as black triangles) will allow me to bend the model. The lobster was created 'spread eagle' as the resting position for the bones.  
   
  4. All the above work allows me to pose the model as the project requires. In these examples the lobster has been surfaced using procedural textures and rendered using a cel shadier to give it a cartoon look.