3D Chandi Notes
To keep the lips from “gluing together” at the surface level ... because the parting at the lips is very close ... I have to set the threshold on surface low, to 0.1. I can change this later after I pull in the inner lips edges.

Slowly but surely the front view is mapped out.
Eyes are 64 segment spheres.
Eyeballs rotate out on Z 9 degrees. The usual human range is 5-15 degrees.
I like putting in a 3D shape as a guide. 2 Geospheres with FFD transforms do the trick:
Sometimes it’s nice to take a few steps forward in your process to make sure everything is going to work. Here is our procedure:
We set all the spline vertices to corners:
This shows setting surface to 0 topology [left screen shot] and adding an edit patch modifier [right screen shot] for the test ... render steps 3, plus 3 iterations of the full relax value of 1.
Here is our result:
Back to work.
Eye sockets start out with a 14 segment NGon converted to editable spline:
Shape using smooth vertices:
We can safely work in the top view by only moving on Y, then the front view will not be affected:
Since with this model, my front view was accurate but my side view was a complete guess, I am not concerned that they do not match up, the information I am getting from the top and front views is enough:
Shift-drag scale to clone a larger segment:
Try and use Bezier only when you need to, as smooth are much faster:
Apply surface, 0 threshold, 0 topology
You will need to make more little adjustments after you add meshmooth iteration 2:
Now you select edge loops and shift-scale ... and adjust vertices ...
Slowly it starts to take shape ... we have to line up vertices with the face mask mesh below ...