You might have seen my baby elephant and also the komodo dragon. After having made those I took some more tutorials and had more practice. Now I am able with references, create figures. How does this face look?

You might have seen my baby elephant and also the komodo dragon. After having made those I took some more tutorials and had more practice. Now I am able with references, create figures. How does this face look?

I would continue practicing, also it is important to check the head from other angles. Using front/side reference it is very easy to end up with a head that looks like a box.
A decent exercise is to grab a human scan off sketchfab and attempt to replicate it so it looks the same from all angles.
For me dealing with “planar faces” such as the one described by loomis helped a lot. Burne Hogarth’s book on human head had great deal of information on it too.
Also… It is a fairly good idea to work with matcap enabled and set camera “lens” a large value like 70mm. This will minimize distortions.
I changed the lens to 70mm, then started doing edits on it. I did look at it with matcap, but had forgotten to turn it on for the snap shot. I also edited the ears, and gave the snapshot a different angle to see it.

@Chrisasan_1 :I would consider starting over.
First, you need to keep primary planes of the head in mind.
For example, a decent reference is here: Planes of the Head - Artist's Mannequin Head
Another decent one is loomis:
Or:
Planes are best memorized, and you should pretty much assume that they’re flat. This kind of approach helped me to memorize head structure.In your case forehead curves around too soon.
Then there’s a matter of proportions:

Basically, the usual "head is 5 eyes wide, nose is 1 eye wide, sides of the nose are directly below nose corners, sides of the mouth are vertically are almost under centeres of the eyes, etc.
Now, the very important thing: Gender differences. This is a girl, right? Sloped forehead with thick brow ridge most of the time appears on males. See, for example, differences in skulls:
Total list of differences between gender has at least a dozen items on it, but right now this is a guy due to the shape of the forehead.
Differences include:
Also, on your model you missed neck muscle that goes from under your ear and to the collarbone. See, for example:
That’s just a few. I think a professional artist/modeler/sculptor would be able to provide more detailed criticism.
I didn’t do much to the eyes, although I can see they are wrong size. The ears are in wrong place, but haven’t figured out how to move it yet. I changed the forehead, and also the brows. I also changed the shape of the top of her head, to match more close to a reference image I have. I did add the neck muscle, I didn’t know that was supposed to be there. I also did some editing on her colar bone. Her mouth was made wider. I need to fill in the space between to fix it, and that is hard for me to do. I didn’t know to model her with the mouth closed, and having closed eyes until after I made this model.
Here is the head again with small refines, and I decided to show her body.


I am going to take the time to memorize the planes of the head. Making good looking models is important to me.
I can do a better job with the next model now that I have learned these faults.
The best way to understand these planes is to draw them. Life drawing is very important regardless of medium.
I will post this one last picture of the model, although I plan on doing more work on it.
After looking at a book from Burne Hogarth Drawing the Human head, I learned that my cheek bone was all wrong. I also learned the jaw bone was wrong near the ear. The jaw bone still is not correct, but looks little bit better. I also closed up the mouth and started it over. This was after looking at the barrel in Burne Hogarth.

I think the eyes are wrong in this example.
Basically, (I think) you might need a much bigger “dent” in the head and they shouldn’t appear rotated around Z.
I think you’d have easier time modeling open eyes first. Just place two spherical balls so you don’t mess them up.
Also, take a look at references.
For example (from pixabay):
https://pixabay.com/en/woman-profile-female-girl-portrait-918788/
https://pixabay.com/en/profile-girl-rose-young-girl-449912/
https://pixabay.com/en/beauty-face-girl-head-portrait-1299249/
Regarding nose: take a side view photo, drop a vertical line from forehead and check where the nostrils are relative to it in side view: Chances are the line will split the nose in half. (source: https://pixabay.com/en/woman-vintage-female-1890-portrait-615421/ )

Meaning a nose is often “sunken” into the face when you see a face from the side.
I also found this diagram to be somewhat helpful, although you should take it with pinch of salt:

One other thing is… (minor detail) - when sculpting, do not sculpt in orthographic view (where you overlay model on top of the photo), because this will result in distorted model. The photo you use as a reference will have some degree of lens distortion, and if you use it as a reference to “model over” in front view, you’ll end up in distorted model with bulging eyes which will look odd. The best idea is to place it on separate window/monitor and try to create something that looks similar, without “Tracing” it.
While you are not using subdivision modeling, knowing the edge flow of the head help think about the structure of the head
More reference:
http://www.thundercloud-studio.com/tc-tutorial/modeling-guide-realistic-human-head/
I know my model isn’t really all that good, but I decided to work on it till it’s finished, then I can see all the faults in it, and I can have something to work with for testing.
Something I am now concerned about, is should I model the nipples on her? I know the nipples normally would not show unless she was aroused, and I plan on putting cloths on her. Should I model her nipples or should I just keep it round?
I tried searching for this question on google but could not find an answer.
In the future please post stuff like this in the Small Works Thread per the section rules.
Overall you’ll probably get better feedback on this over at a community like Polycount where their main focus is specifically on improving modeling and the entire workflow for stuff like this.