I'd like to practice developing cartoon characters with simple but effective, industry standard pixar-like topology for torsos, limbs, extremities, the face, etc of non-human characters.
If it's Industry standard, it probably isn't simple. Those guys make a lot of complicated stuff. And since raytracers are design to simulate reality, I find it's harder to make cartoon stuff in them, it's like you have to hack them. Luckily people have already figured it out.