>>1025931 What are you finding unsatisfactory with it so far? Add the missing face and add the hair, even summary, then try and pose it with proportional editing to see if it moves fine
>>1025990 The way you get to this from OP is by first finishing the janky topology, and just getting it in the right shape. Then it's just a matter of slicing new edges and deleting others.
Here's the secret to first try perfect topo on faces. OP revealed himself to be a troll with this "you MUST teach me" shit but there are real people on this board lurking for real answers. There's variations on this. You can do steps in different orders. One version you sculpt a nurbs sphere into the shape you want and then draw the curves onto that surface. You can start with a big n-gon and slice it down into the rings and connections. The point is: (You) WILL draw the topo lines yourself or they will be wrong. You can draw them early and form the shape or you can form the shape and draw them late. It doesn't matter. The workload is the same, it's just retopoing a formed face makes more sense to some minds and drawing topo and forming it into a face makes more sense to others.
>>1026566 The box method makes for fun gifs but it's a drag compared to poly from scratch, as you start with useless premade loop dependencies and will only add more. If you wanna be efficient, you build the face first and only then close the head loops, once your face already has all it needs
I bet that this: >>1026563 has better shading than this: >>1026566 The brown loop around the face will likely give the perimeter of the face cleaner shading.
>>1026598 Almost certainly so. In addition >>1026566 hjas a 6-pole on the contour of the 3/4 view angle. Its outlines are going to be random bullshit totally outside of artistic control.