Thanks guys. These heads haven’t been tagged as needing facial animation, but I want to build it in at this stage - chances are I’ll get asked to implement it later which is why it’s a bit poly heavy. Tri’s are necessary, but I start with quads to get the shape and loops working, then go back in and split quads into tri’s, flipping pairs of them where needed. The face image is a reference plane created from a photograph from www.3d.sk. I’ll use the same image plus other views - (3/4, side, back and top) to create a wrap-around head texture, which should match the model perfectly since that’s what I modelled from.