Originally posted by Mickeal_alex
When yo made the head what was the base object? I always use nurbs cylinders when making a head tweak it a bit then convert it into polygons.
Ive never heard of that method, I generally start form a poly cube and then split and define from that.
Looking at your model Mickeal it looks like your polys all meet at the top of the head which is not really desirable, you should aim for a nice distrubution of quads that flow over the top of the head, like what Leonlabyk posted, although in that example I would prabably try to loose a few of the loops and extra bits of geo for the stage what Gubar is up to, and then add them to meet the requirements of the model.
Gubar - I would add some tearducts at the moment and probably define the eyebrow a bit more, also maybe another loop round the eye might help to better define it.
Looking at examples in the topology thread and on other sites should help you in getting there, I think that theres a modeling an eyesocket tutorial at highend 3d, it uses the poly by poly method but if you look at how its loops are formed it should help you out on your model.
"No pressure, no diamonds" Thomas Carlyle