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The nose was tackled in much the same manner. I took advantage of Mirai's ability to bevel points for the nostril area. The resulting faces were Merged, and Extruded up into the nose much like the eye sockets and the mouth.
Much of the other major bumps on Yoda's head was done by Extruding Regions then Tighten the vertexes.
At regular intervals, I like to check how the model subdivides. If you're working in the Virtual Mirror mode, you might want to turn it off and Mirror the other half back. Then perform a Smooth with History. You'll see the wire-frame lo-resolution controller cage around the smoothed copy. Here, I'll continue to pull geometry, but usually keep the changes to one side, unless I'm confident I won't be cutting the model in half again. Remember to keep rotating the lights around the model.
A word about subdividing: Although Mirai can subdivide a face with any number of sides or edges, the most predictable results come from using no more than 4 sided. You can weed out those types of faces with the Illegal Faces command.
EYES
The eyes were simply created by sizing one sphere inside another. The outer was given a transparent material property, while the inner had a slight concave area that represented the iris, and an extruded disc even farther back for the pupil. This inner sphere also took the image map for the obvious eye colors.
HAIR
A special challenge with 3D models is hair. I created Yoda's by defining a series of flat grids that I placed at various overlapping areas of the head.
Before I shaped them, I painted a couple hair transparency maps that were planar mapped onto each grid. This ensured that when I shaped the grids into hair forms, the maps would conform to the shape nicely without unsightly stretching.
The grids were, like the lo-res head, controllers for smoothed copies. They were also made double sided for visibility front and back.
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