The Jaw and the Cheek. . copyright Giulio Porta. All rights reserved.
 

Before finishing the nose, you may want to lay out two spines that eventually will bridge the nose with the mouth and with the cheek. You can always ad or delete CPs later just in case there are any questions about how many CPs you will need exactly.

These splines will lay out absolutely flat, they will have to be adjusted from the side view.

Select all the CPs in front of the nose. Look at the two white arrow to get a good idea from where to where to pick. Pick CPs one by one or switch to the side view to make your selection.

Make sure not to select the nostril cavity you made in the previous tutorial.

Extrude the selection 4 times, stop each time to adjust it, move it back to follow the nose slope changes. This must be done in the side view.

If you have a spline laid on the side of the nose, from a side view it will look absolutely flat, this is the time to start shaping it like the fold on the side of the nose.

Now that you'll have part of the nose done, you need to start patching the eye the nose and the mouth together.

Because there are several modeling strategies in modeling and patching eye nose and mouth, depending on how many CPs these parts are made out of, the best way of sorting  through this is to imitate an existing model.

I know that it does not sound very creative, but you do not need to be creative in this department right now. The reason being that you are attempting to build a model of your head, and that is more important than anything else.

After building your first model, by following someone else foot steps, you can analyze it, admire it and go on to build another one using fewer splines, or slightly different strategies. But you'll find out that, among any given numbers of experienced modelers, there are more similarities then differences in the way models are built by.

Therefore follow what you see here on the right as a guide line.

 

Deleting the extra

We have built some of the other half of the model for balance and continuity, in the nose and mouth areas, but it will take too long to build the whole model this way.

Now it is time to get rid of there extra parts, so we can concentrate on building only one half of the model and then copy and flip it to make up the other half.

Before deleting a spline is a good idea to break it first. Just deleting  a select each segment butting up against the half line and press the K key on your key board for Break. Once the connecting Splines are Broken group the remained half on the right side an delete it by pressing the Delete key.

 

As you can see here the 3rd horizontal spline above the nostril cavity take a down turn direction to create the crease around the nostril and the continuation of that crease down toward the side of the mouth.
Hide the eye ball so you will not select one of its CPs by accident.

Depending if your model' eye is made out of 8 or 12 CPs, the patching is kept to a four sided configuration.

For the jaw, lay out 4 splines with danglers that hang out past the half of the model, so your vertical connecting spline will not take the wrong turn. 

More CPs can be added to each spline as needed by using the shortcut Y.

Ad CPs to each of the 4 rows of splines in the same number as those  in the lower lip area, and patch them.
All these CPs will have to be adjusted in a side view. 

The row of CPs at the very bottom will have to be move back  to the beginning of the neck, and so on.

You jaw should look something like this.
 As you build your model a few 5 point patches on the side of the nose and one on the side of the mouth, are unavoidable for now, group those five points that are leaving a hole in your model and click on the 5 point patch tool to patch or close the hole.
Keep working with front and side view, and tweak the CPs in the right place.
Occasionally group horizontal rows and hide (H) everything else, switch to the top view (5) to make sure the face has a smooth curve.
Complete the loop around the eye socket as you see here to your right.
Use the turn tool (T) to spot potential defects, move the problem CPs accordingly.
Here I changed the color of the wire frame to black, it will look sharper against the rotoscope, but it will disappear against a black background.

Your splines should produce a smooth continuous curve, to see if kinks in the curves are not your doing hit the Space Bar, that will refresh the screen, if the kinks in the mesh do not go away, tweak them manually.

At this point you can unhide the eye ball, and save your project.
The long 5 points patch, between the eye and the nose, may create some surface imperfections like a dark spot.

5 point patches produce better results if they are rather compact, in other word if they do not stretch out too much.

 

In the next tutorial we'll ad a spline across that long 5 points patch, the spline will go across the other half that we have not built as yet. There fore it may be best if we wait until the two half are joined.

This short spline will not continue across the whole face, because it purpose is that of reducing the length of 5 points patch that it crosses. Therefore it will be terminated into the next patch with a Hook.