I think some of the objects in my model could be improved by using digital sculpting techniques–in particular, rocks and walls of the structures. Blender has sculpting capability and in the hands of an expert, it can produce amazing results. However, it has some rough spots that can make it difficult for a beginner, like myself, to differentiate problems caused by the artist or by the tool. So I decided to take the tool out of the equation and buy a professional-level program–ZBrush– for sculpting.
To learn the tool, I set about creating a Mexican army character (a soldado) that might be used in a future scene with my Alamo model. For references, I found many photos of uniforms on the internet, the 2004 Alamo movie and some excellent photos in the book, 13-The Alamo Book of Days by Effler, Lemon and Foreman. Most of the model was created directly in ZBrush. I created and imported basic meshes for the shako, cartridge box and bayonet scabbard from Blender
Some details that should be added are hair and some tweaking of the materials. Then the model needs to be re-meshed to reduce the poly count (now about 2.5 M) and capturing fine details in displacement maps. After that, it needs to be rigged so that it can be posed and animated. But, all of that is for a later day. I want to get back to the Alamo/Bexar model for now.