Initially I was going to have the clothing set up with the cloth simulator so they reacted to the body underneath, now she will be much more like an ingame type character. I was just going to model what you see with the neck going into the clothes and the same at the wrist. I am hoping to make up a lot more detailing with the normal mapping and keep her much lower poly like for example studs and buckles will be flat polys detailed in zbrush. But ultimately I still want to be able to do some morph targets for facial animation so the head will be slightly higher poly relative to the body but not as high as before. She will have to be much more stylised than before though. I want to try and get a distinctive 'look' that can be consistent through the characters that I need for this project. I think this will probably come through hand painting the texture maps instead of using photos like I usually do so there may be a fair bit of trial and error when I get to the texturing phase. My other biggest problem I find with low poly stuff is deciding exactly what to model and what not to. I tend to get more detailed as I go on so keeping her low will be a challenge. That is why I have set myself poly limits of 1,000 for the head and 1,000 for the body with one 512x512 map for each. OK. Enough rambling. I am off to start modelling.
I will post up my start later.