if you modeled the mouth open, you can still close it by clustering her the mandibles or lower jaw, set the rotation of the cluster where the jaw rotation axis is located and rotate on the x until her mouth is closed, then just soften the cluster weights on the object and delete history on it. and then tweak it some more, because the reference pictures have her mouth open so zokana is correct about her chin being higher than what the picture displays when her mouth is closed.
recognize human modelling
i agree absolutely! its always easier to close slightly open lips than the other way… and you never know, may be you’ll find a smile with open lips better…
i have taken tastyUdon and zonaka suggestion and make the open mouth version
the front camera angle i am not sure about that if it is enough so posted 2 angle in fact i think angle is already large
the front part the opening of the mouth is quite large but it is ok at side view, but i have a feeling of some little wrong angle for the side when i checked it at PS, but i have tried to make a new angle , but not satisfy. so just use the original camera
Wow, you did a lot of work! I have some difficulties with suggestions about the y position of mouth&chin. May i ask you to do a render in absolutely straight frontal view with ca. 400mm focal length? (just for this time)
Regards
pretty cool, you got the teeth in there too:) but when i said to model the open mouth, i also suggested clustering the lower jaw and rotating on x to close her mouth so you’ll see what her chin is like closed. typically it’s much easier to model faces with mouths closed.
cluster is a deformer. select the lower jaw vertices and go to create deformer>cluster. then set the rotation of the deformer to where the rotation axis of the lower jaw is. rotate on x-axis to close the mouth. then select the model and go to edit deformer>paint cluster weights. use the smooth mode in the paint cluster weights tool and then hit flood, until the bad deformation caused by the rotation is smoothed out, usually three times is good.
Thanks, for the new frontal take.
First of all, a likeness is there.
This would be already fine for most people, i would say. But knowing your working style and your perfectionism in the meantime, i guess you want more. There are still mysterious troubles with the proportions.
[paintover removed]
Analyze these points (but keep an eye on the side view):
- The y position of the eyes is under the center (but please, dont even think of hightening the top of the head
). The photo is taken from slightly above the center of the face - in a straight view the eyes would be a tiny little bit higher. - nose is lower, but the distance to the eyes is about the same.
- mouth looks somewhat wider, but its possibly caused by being shut. (i wouldnt care about that for the moment)
- jaw is a little wider and higher
- ears are more up, but remember: the photo is taken from slightly above - they might be somewhat lower in a straight frontal view.
A suggestion about the new lips: if you could add 1-2 more poly rows inside of the lips, it would be easier to make suggestions about the shape.
Regards 
zonaka thanks
the photo is from “code blue”
it really cause me headache , but it may be a breakthrough(hope so)
i have just changed the camera angle of the side to match it and need some modification on the face
it really difficult/impossible to keep both the new front and side view at the same time
do u mean the eye should be lower than the center of the eye?
P.S.u really understand me, i still want to make it better
(just wondering our meeting is just by chance? u really understand me)
Yes its from Code Blue. The photo is from here (tons of Toda pictures and many screencaps):
http://yui-life.com/gallery/v/toda/?g2_page=1
No. The black line shows the vertical and horizontal center of the head. The eyes should be below that line, somewhat lower than in your current version.
i type wrongly, i mean the eye should be lower than the center line
not the center of the eye:cry: