If you’ve read my process documentation, the general process used for this skull will be familiar to you. I’m skipping the nitty-gritty details as I write this in CE2019 because the details of my process have changed since when I made this skull in CE 2014.
This model was done freehand in Blender, without the benefit of a base model.
This perspective view features the part that I labored longest over: the eyebrows and the cheekbones. Frequent toggling back and forth between perspective and isometric did little to help. The 'teeth' here are plain polygons without any structural reinforcement to them; I ended up reinforcing them from behind with additional paper.
Basically what the skull looks like head-on. I believe that this is an isometric view.
This is the hole that the wearer's head goes through.