
Greenehouse Tutorial Part 2: Modeling a head with Editable Poly.     Part 1     Part 2     Part 3
11. Continue using the Shift/Move edge extrusion technique to define other key features, and make adjustments to their depth at the vertex level. Define more of the nose, cheekbones, mouth, and jawline. Note that you can extrude multiple edges at once. Don't worry about the gaps in between just yet, just define the features that'll give this guy character!

12. Activate Vertex Sub-Object Mode. Zoom in on any areas where several vertices are close together. Right click, and from the Quad Menu choose Target Weld. Click and release on the vertex that you want to get rid of. Move your mouse to the neighboring vertex, and click on it. The first vertex is welded to the second.

13. Now its time to start filling in the gaps. Use the Shift/Move technique to add any extra geometry, and target weld to close things up. Another opion is to go to Polygon Sub-Object mode, and to choose Create from the Modify Panel or the Quad Menu. The vertices will becom visible, and you can build polygons on them by clicking your way around the area you want to fill. Create 4-sided polygons whenever possible. Click on the vertex you want to start with, click on the second, the third, the fourth, then click on the first one that you started with. A polygon is created.

14. Ignore little details like his ears, eyes, and teeth, and continue using the Shift/Move edge extrusion, an the Create Polygon tools to fill in the rest of the gaps on the head. Try to make sure that the edges "flow" nicely. Avoid abrubt turns in your edges, and keep the lines clean.
15. Adding geometry to specific areas. You may find that as you continue to Edge Extrude and weld, that you come to some sticky areas where you need a little extra geometry. If you need to create extra geometry, there are two nice options to do so. First, you can go to polygon Sub-Object Mode, choose Cut, click and release on the edge where you want the cut to start, move your mouse, and click again to finish the cut. Right click to de-activate the Cut function. The second option is to stay in Edge Sub-Object mode, Ctrl/click on the edges you want to have split, then choose Connect in the Modify Panel. The edges are split with new geometry. See the following image for this example.

16. Note that in the last image, I avoided target welding the free vertex to the nearest available point toward the back of the jaw. This would be too much of a stretch, and would break the smooth edge flow. Continue filling in the gaps, adding geometry where necessary, and reducing it when it is possible by Target Welding. Take a look at the progression of mine below.

17. Now, continue doing clean up work. Make sure that your edge lines flow together. Put in the finishing touches, such as making sure the back of the jaw juts out a little. Add your own personal style, and feel free to deviate from the reference image a little.
18. Zoom in on the side of the head where the ear will need to go. Think about exactly where the ear would attach to the head, as it may be a little hard to see in the reference image. Switch to Polygon Sub-Object mode, and use the cut tool to define this ear/head connection area.
19. Next, select the polygons in the area that you just cut. Hit Alt/X on the keyboard to make the model see-through if desired. In the Modify Panel, click on Hinge from Edge. Move your mouse over the edge that is toward the models face, and click and drag downward. The extrusion swivels out, based on the edge that you hinge from.
