For modelling the character I made a front side and quarter angle view turnaround of the character
When modelling the character i was using spheres to model the base of the character and planning on making the head and mouth of the character with spheres too.
After being told that it'd be hard to connect the mouth and head together and make them the one would be really difficult so I switched from spheres to cubes with additional edges so i could use the vertex of every intersecting edge to create a blob like spherical shape that I would be able to morph into the body for the cow. Making the character from spheres would be difficult to create a uv map for due to the amount of polygons
I created two sphere like cubes to make the head and mouth and was going to cut out overlapping sides and weld the vertexes together to make the two intersecting shapes into the one shape.
I had cut out of both sides all the faces that wouldn't be needed so i could attached the vertexes of the edges of both cut out faces on each cube
From seeing how hard and delicate a job it would be to attach both cubes together by welding vertexes together I instead decided to select faces where the nose would start from on the front of the head shape and extrude outwards and model that extrusion into the nose shape rather than attach to shapes together.
From there it was a simple case of inserting an edge loop around the snout and making the middle all round edge the largest to create a rough shape similar to the spherical previous one
From there it was a case of tweaking vertexes to create the right shapes and smoothing the form out to see how its going to look. I perfected the nose shape after general tweaks.
From figuring out that just extruding outwards from a face on the head is such a better way of creating facial features I took a face on each side and extruded outwards even further than I did for the nose to create the long ears. Even though the base level polygon version of the models ears look quite messed up the smoothed out version is perfectly on point to how I wanted the ears to look. This is because I sculpted the ears when in the smooth mode and when going back to the base polygon mode was surprised at how messed up the placement of vertexes were, I wasn't able to get the base level polygon ears looking more normal-ish it was fine due to the finished model will be rendered in the sooth mode.
When cutting the mouth and eye socket it was suggested that I should delete have the face and mirror the half i kept once I had completed the mouth the way I wanted it to look, this was partially due to the multi cut tool acting up with the mouth I tried to make all the way across the mouth.
At this point I was really happy to see how well and close the model was shaping up in comparison to the front and side views
Throughout the whole process I was turning back and forth to wireframe mode to see and adjust how accurate my model was to both the turnaround views. This was helpful as where I thought the eye was going to be placed wasn't where it appeared to be on the model and looking through at both sides I was able to pinpoint where the eye socket should be and was more than happy with how it looked when I figured out the proper place for it rather than where I had estimated it was