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When you're satisfied with the position of the eye, duplicate the sphere for the eyeball Select it, have the move tool selected, hold down shift and click on the move arrows, but don't drag anywhere. A dialog will appear asking you to name the new object. You can if you want, it doesn't really matter at this point. Now, with the move tool still selected, go to the bottom of the screen under the timeline where the X, Y, and Z axis numbers are. Put a "-" sign in front of X if it's a positive number. If it's a negative number, remove the "-". If this doesn't move the eyeball to the other side of the face, undo it, and try changing the Z value instead.
Now the eyeball should be in the correct location, however it isn't rotated properly. Choose the rotate tool now. You will probably need to negate two of these values to get the sphere in the correct position. Try them each until you get it right.
It's a good idea to check back with the front and side references and views every now and then. Right now since we've got most all of the big things worked out, it's a good idea to just go over the entire face and fix anything that you don't like. Make adjustments to chaks, debth of eye sockets, chin, etc. Just fix anything that doesn't seem to look quite right in perspective view. Pay attention to the flow of the edge loops. Anything that doesn't seem to be flowing in a smooth curved line, could probably be changed or adjusted to work better.
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Once I'm satisfied with the face I move onto building the remainder of the head and neck! So that's next.
First thing I did was select the edges around the outer-edge of the face, and while holding down shift, I pulled them back, just once so that I was up against the ear. The jaw curvs inwards towards the neck so I went into vertex mode and adjusted the jaw line inwards. I created some new faces and built in a chin.
To get the mass of the back of the head, I simply created a sphere. Go into the side view, go to the Create tab and make a sphere and fit it to be the size of the head. Reduce the number of segments considerably, but make sure it's an even number when you're done. We're going to be cutting off half of this sphere and connecting it to the rest of the face. If there's too many segments it'll make it more difficult to connect the two properly.
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In the Modify tab, all it says in the modifier stack is "Sphere". Right click on Sphere and choose Editable Poly. Expand the Editable Poly stack and select Polygon. Select half of the sphere and Delete.
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Now go into vertex mode and start moving verticies around to match the face a bit better. Delete any additional faces you feel the need to. Weld Verticies together to combine them and reduce extra edges.
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Okay, so this is what I ended up with. Now we'll combine the two objects and actually weld teh verticies together.
Select the face mesh, click on editable poly and find the attach button in the parameters under the modifier stack. Click the button and it'll turn 'on'. Now click on the back of the head and it'll become white. It is not attached to the face and they are one object. Click on the attack button again to turn it off and go into vertex mode.
Switch to perspective view and examine the model. Chances are need to move some verticies around before they're close enough to each other. Do this first and get the verts as close to each other as possible before you start welding. When you have two verticies and choose to weld them, it'll average the distance between them and make that the location of the new single verticie. We want to keep the verts were the face border is, not the location of the sphere's edges.
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Once you've got all of your verts lined up and adjusted to a point where you're happy, select all of the verts and click the weld button.
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Pull the slider up so that the verts that are near each other weld together, but not so high that it starts pulling unwanted verts together.
The sphere that we attached to the head had a different smoothing group than the face did, so you'll probably want to go into polygon mode, select the back of the head and set it to the same smoothing group the rest of the head is. This step can actually wait till later, since we'll have to do it again soon anyways, but I tend to do it as I go since it helps me see the model better.
I went back to the side view and cute in the shape below to prepare for the ear. I also selected an edge, held down Shift, pulled it down to create a new polygon to complete the connection with the jaw. Remember to weld the verticies of any polygons you create this way.
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Now select the polygonal faces at the base of the ear and click the little box next to bevel. This time we want it to go out, and for the new face to be larger, so height and outline ammount both need to be a positive numbers.
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Click OK and go back to the left view. Move the selected faces back and scale/rotate them any that you feel is nessecary.
In Perspective view, I also rotated the ear forward since it is not a flat shape coming out from the head. This left the back of the ear very flat, and with large polygons I wanted to define better. I selected the edges just along the back side of the ear and clicked connect. The new edge between them gave me more room to curve the back-side of the ear some. I connected the ends of the new middle with the front of the ear on the top and bottom.
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Now, depending on how high or low poly your interested to go, you could leave the ear as is, or add more detail to it. Generally I'll leave the ears pretty low-poly and just put the detail in as texture. I'll add one more bit of detail to it, before I finish though.
Return to polygon mode and select the front flat of the ear. Click the box next to the Bevel button and make the new bevel go out form the ear a small bit, but have it shrink inwards to create a rounder edge. Click the apply button and this time bring it into the ear to create an indent.
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And this is what I've ended up with. Next I'm going to extend the next down from the head some, but that will probably be the last major modeling change I make to the head.
At this point you should have everything connected so there is just a single hold at the base of the head. If you need to bring part of the back of the head down to connect with the jaw, do that first by selecting the edges at the base of the back, holding down shift, and pulling them down to line up with the rest of the face. Weld any verticies that need to be welded and once you're ready select the edges surrounding the entire opening at the base of the head.
Go into the Left viewport and while holding down Shift, drag down to create new polygons. Do this several times so that you've got several rows of edges to work with.
In vertex mode, move the verticies around so that they fit the shape of the neck better. Switch to front view and pull verticies inwards so that it fits the shape of the neck from that view.
Go into Perspective view and adjust anything that doesn't look right. Cut in new edges around the jaw if you need to, to define the shape better.
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The final model! We have now modeled a head from scratch, starting with nothing but a plane!
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