Once you have a 2D version of the head we can now move it into the 3rd axis. THe model so far will probably be good as a base, rather than the end result. But you never know :) You will be using the different views a lot in this so make sure you have your hotkeys down. I will be using front (Hotkey : F ) and Left (Hotkey : L ) a lot, but if you need them the rest are as follows.
Front : Hotkey F
Back : Hotkey V then K
Left : Hotkey L
Right : Hotkey V then R (V chooses the viewport options display)
Top : Hotkey T
Bottom : Hotkey V then B
Using the vertex edit tool select the furthest right of your face in front view. go to the left view and move them to the front of the face. Adjust each vertex so that the first set of lines fit the profile of your face. DO NOT move anything but the vertices Z axis we shall tweak later on if need be.This will become your first guide to the contour of your face. Hopefully your reference lines up well, otherwise you'll have to make some of it up as you go along :)
Selecting the vertices you want to concentrate on next, in my case it's the nose, I move those vertices along the Z axis. Using the Left viewport as reference I line up what vertices I need to. For example, grab the polygons that are at the side of your nose from the Front view then in the left viewport move those vertices to the points they would correspond to.
Doing this to each vertex is how you develop the rough basis of the face. COncentrate firstly on the easy points such as edges of the nose, the eyebrows and lips. The eye would follow as it's a little more complicated but if you placed your vertices well in the first insance (x,y axis) you should have too much trouble sorting out it's equivalent place in the Z axis.
Remember to only use the Z axis though, don't move the vertices along the x or y axis just yet (if possible) as it will complicate matters between lining up the vertices. If need be, line up the vertex to the point that lines up with the x or y axis, but only along the z axis. This will allow you to keep the original placements but help you later when you need to move it along the x or y axis.
After the nose area I focused on the forehead and brow as this is a good reference point for the roundness of the head as a whole. Getting it right takes a bit of playing, but still moving everything along the Z axis only you can get the desired results.
You may note that the side of the head uses a lot less polys than the front area. this is due to the fact it is difficult to create polys for the Z axis, from the x and y axis. What IS possible though, is accomodating for this (to a point) by adding edges closer to the last when you foresee a greater level of z depth (such as the side of the head).
From this point I can work down the face a lot easier as I have a basic feel for where things will fall.
3DTotal
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Here's the eye and upper cheek area done. Using a mix of the reference and a bit of human anatomy knowledge and even a bit of mirror work or feeling the contours of my own head...you can work out where the vertices go, even if they fall behind areas of your reference shot (like the other side of the eye.
In particular note how the eye is curved around the head and then curves back in. I also moved the vertices that make up the eyelid forward so they don't overlap the eye when it shuts.