I decided to work in my favourite programme Blender and use its Internal render engine. I started my work
from modelling "a head" of the microphone out of a single Cube. First I added dozens of edge loops
marking all the places that would be cut out in the near future.
After that I added a Smooth Modifier and increased its smoothing iterations (Repeat slider) until I got
the shape more round.
When I made sure that my mesh was round enough I applied Smooth Modifier and deleted all the faces my
microphone did not need. Since it did not have any thickness I used a Python script called Soldify
Selection with its default settings that did the trick
After adding some details to my mesh I used Subsurf Modifier in order to make it more smooth. To fix
problems with areas that became a bit too round I created extra edge loops around every hole.
The remaining parts of my microphone were easier to model. I made them using such Blender tools as
Proportional Edit, Spin and beveled Curves (for cables) mostly. I grouped all the objects together
(using Ctrl+G), named them "microhone" and then added them twice to my scene. It helped me to keep my
scene clean and – if it would only be necessary – let me change the shapes of my microphones all at the
same time.
When I decided that there was nothing more to improve I started modelling my roddent. Since I could not
figure out how it should look like without its fur I found some pictures of wet rats on the web. Having
some clues I prepared a simple mesh using box modelling technique. I did not keep too much attention to
details except for its face and paws as I realized that the rest of its body would be covered with fur.
The next thing I made was an armature for my roddent. I consider all the rats and lemmings as quite
agile creatures so I did not spare some extra bones for my roddent's fingers, ears and spine.
When I parented them all together I selected the mesh, then the armature, hit Ctrl+P, chose Armature and
finally – Create From Bone Heat option. This way Blender automatically creates vertex groups parenting
them to the nearest bones.
After switching to Pose Mode I started working on my roddent's position. I kept an extra care to his
fingers though they were supposed to hold the micropone, trying to raise the body at the top of it.
Afterwards I covered my creature with three layers of hair using Blender's Particle System. To make sure
that they would not grow on such areas as mouth or eyes I made vertex groups selecting all the faces
that should not remain bald. I put the name of those groups in every fur layer's Extras panel.
The first hair layer was responsible for a short fur and covered the whole roddent's body. The second one
added a bit longer but straggly fur, while the third gave my roddent a moustache. I combed them all a
bit, messing up with roddent's hairdo in Blenders Particle Mode. This way I gained even greater control
over roddent's hairstyle, changing the shape, length and density of chosen fur areas.
I made the background of the scene by modelling one chair and then multiplying it with an Array Modifier.