Today i have finally got a very clear idea of what design i am going to be making for my sculpt is a blacksmith with a twist for more of a demonic look. To be make this sculpt a lot of time will be consumed into this to make it look as detailed as i want it to be. I am going to need to research how to make the character and anatomy will be looked into to create the structure of the body. this will be including the detail of the characters skin, veins, muscle, etc.
This project i am looking really forward to starting as i feel like i could accomplish a lot of work with this project. I started also getting references and images that i could use for my blacksmith as well:

I also started doing some concept and creating some drawings i need to create more heads as i don’t know what i want it to look like and i am also going to draw some aprons, boots, shorts or pants. This will bring more cooler looks to the design if he has stuff on like belts or shoulder guards etc.

Update:
So far i have fully created the high poly of the model and it is looking really good i finished all my anatomy. Now i have completed the detail of the character and i have spent a lot of time on it but the topology is quite off and i will need to rethink the geometry.
Update:
I am pleased with the model and the way its appearance looks i have finished the high topolgy and changed some of the features of the model. I have started to retopolgise the model so i can create the low poly version what is more clean on the shape so when i bake the high poly on it does not lose as much shape. When i was doing this i had difficulties and trying to rechange the geometry of the model, this was because of how many polys was on the poly count. Characters which are normally asset ready for a game should have around 10k polys and my polys are around 14k to 16k. When i was thinking about making the character i had to think about this carefully because i didn’t want to mess up the shape and range of polys in the finished model. You can see the difference in the model of how much better it looks now it has been retopologised.
Update:
I have started to understand an easier way to UV unwrap the character by watching videos and they explained how to unwrap the cylinders by using Planar unwrapping. I find this more quicker and effective when unwrapping cylinders and characters.