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The Modeling Workflow

eye sockets? (click on image to launch .MOV of how to begin the eye)
I always start my own character with the eyearea, starting most of the time with an eight or nine sided ring, and working my way out with the help of the Edge Extend tools, and splitting some new edges in, to bring the shape in form and get the extra little details inside. When I am satisfied with the the overall shape I start the base of the forehead and the beginning of the nose bridge.
At this stage I start to get a good feeling about the mood of my character and I am able to judge if i should continue doodling around or if can move on the next area.

The Extend Tool makes building new Geometry via Edges quick and efficient.

can you see me now?
As long that I am not starting with the shading part, a relatively simple and starightforward eye globe would be good enough to give me an idea about the pupil size and position. For this purpose I give a sphere a multiple polygonal bevel treatement, and finish it by removing every two edges of the pole to avoide the pinching that is inherent with the gathering of 3 point polygons at the top of a sphere.

need a tissue?
For the nose I often make use of a box that I subdivide and bring into shape, but in this particulare case, I used another method, starting with the "nose hole" first and then extending the edge in the direction of the eye. This method gives me really good control over the shape of the point of the nose.

keep those lips sealed (click on image to launch .MOV of how to begin the mouth)
The mouth is done after the same principe as the eye area, starting with a 14 sided ring where the edges are brought into shape to form the lips and begining of the chin area. Here again, the tool that comes in handy are Edges Extend and Split Edges.
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