Hello everyone:
It is interesting to see everyone’s techniques and their choice of workflow. I just wanted to add that anyone wanting to model heads or anything should try all the techniques mentioned above and see what works best for you. It is subjective.
I am in Larry’s course and his courseware covers both Larry’s version of the box method and the spline method.
Me personally, I like the spline method. I struggle with the box method, because I find it hard to manage all the points and polys when cuts are made. But thats just me. I am new to 3d and with more practice, hopefully I will get better.
I am an experienced 2d artist (Freehand, illustrator, Photoshop, etc) and working with splines is very similar to working with the bezier tool in an illustration program so it just works better for me.
I am a bit skeptical about posting these WIP cause compared to most works posted here they sub par. But splines in Lightwave seem to be a bit underated so I wanted to show how far someone brand new to 3d can get using this method. Oh and one more disclaimer. These images here don’t reflect the teaching ability of SplineGod. :bowdown: Like I said I need more practice and I am a thick headed Canadian who will get it eventually.

Part 1 - the spline cage

Part 2 - the patched cage
http://www.bigbackcomics.com/splinehead/evolutionofsplines2.jpg
Part 3 - the current state
http://www.bigbackcomics.com/splinehead/evolutionofsplines3.jpg
Like Larry says, spline cages are the layout tool. With them you get great flow and then you use the sub d tools (smooth shift, bandsaw, etc…) to add the details after. The mesh is much easier to work details in due to the flow of the polys. Another reason to work with splines might be to model for cel shading. Splines are a great way to define ink lines when creating cel shaded characters.
Thanks,