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So lets move into the perspective view and see what we've got so far! Press the "P" key, or click on the viewport toggle button in the bottom-right of the screen. Then click in the perspective viewport and click the toggle button again. Either way, you should end up with the perspective viewport, full-size on the screen. Now you can rotate around the plane and look it over.
If you do not see the lines you've cut into the plane, in perspective view, press the F4 key on your keyboard. It'll toggle between showing the lines and not showing them. If all you see is a wireframe, and not a shaded view, press the F3 button. It'll toggle between wireframe and shaded view.
Okay, so all that work, and all we've got is a plane. This next part is the hard one. It takes lots of time and a lot of little fixes to get the depth right.
So lets switch back to the 4-way view. Press the viewport toggle button once so you see all 4 views at once. In the side view, select all of the verticies and move them forward so that they're at the tip of the nose.
In the front view, deselect the vertex on the center tip of the nose, and two of the center forehead vertexes. In the side view pull everything else back a bit. Deselect some of the other center verticies as you see fit and pull back some more. Continue this till you have a profile of the center of the face completed. (don't look in the perspective view, it'll just screw with you. We'll mess with that a little further down.)
Now that we've got the easy one done (the center profile), pull the mass of verts back forward and start working your way out from the center. Gradually, pulling further back. It'll probably help if you pull some key parts back early. For example, grab the outer border of the face and pull it back so it gives you something to work towards with the middle.
It'll be messy and rather ugly at first. Just keep working at it and you'll get closer the further you go.
One by one, I select a vertex in the front view and then in the side view, pull it forward or back into a position that looks accurate. Following along the edge loops in the front view and do them in strings. In the front, grab the vertex that comes from the bottom corner of the nostril and pull it to the correct place in the side view. Then grab the next vertex below it in it's loop and pull it into position, etc. Go along these loops and try to form the correct loops in the side view.
At this point it's actually starting to look like a face. Just a little further to go. Keep pulling all of those flat verts forwards and back until the entire face has been laid out in the front and side views.
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So this is what we've got right now! We can finally start working in perspective view and cleaning up things. The weakest parts are the mouth, nose and eyes. They need more detail than the front and side editing could give us.
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Lets start with the mouth. In the perspective view, loop up on the face from the bottom and check for any pointy areas. Smooth out the lips and chin (and nose while your at it) so that nothing is coming to a really sharp point in the middle. Smooth the lips out so that they're pretty gradual, and get the indent in the center in there.
If you want some more definition in the lips, us the cut tool and add in some more edges to get a softer curve in the lips. If you're aiming for a lower-poly count, this is probably enough. (I'm going to add in some more definition). As you work, remember to switch back to the front and side views to double check your work and make sure you're not getting too far away from the reference images.
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Also, if your face is going to be animatable (open the mouth, etc.) you'd also want to add an opening here. For the sake of the tutorial, I'll go ahead and do this as well.
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Okay, if you didn't add detail to the lips, you'll need to add a little to the center for this. Select the innermost set of faces on the lips and click the Inset button. Now since we're using symmetry, it's going to create some extra faces in the middle but we'll deal with that. Adjust the inset slider so that it's about halfway into the faces you selected. Click Okay.
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Select all of the inner faces including the extra middle ones it made and Delete them.
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Select the verties on the top and bottom of the opening that aren't centered and move them to the center. (the left image) Next go to edge mode and select one of the edges of the new inner mouth. Click the loop button and it should select the entire inner edge.
When you have an edge selected and hold down SHIFT, you can move/rotate/scale that edge and instead of moving the selected edge, it'll actually create a new edge and do the adjustment to it. So with this ring of edges selected, hold down the shift key and move them back, into the head. It'll create a new set of faces going back into the mouth.
Pull it back, scale these edges taller, hold shift and pull back another row, etc. Do this several times. If it makes it easier, turn off the "show end result" toggle in the modifier stack. This will remove half of the head from view and you can look at a cross section of the head and plan the mouth cavity better.
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Don't forget to widen it but make sure that the inner mouth cavity never goes outside of the face. Also, make sure that the center of the mouth stays along the center of the rest of the head. If any of the end verties aren't along the center of the head, there will be a hold in the head when symmetry is turned back on.
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