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Since human face look terrible as the ratio goes wrong and the perspective view yield the result from the camera.
If it looks ok in othrographic view that's that.
If you are working from blueprints for something non organic then ortho is the way to go when blocking this type of model out.
For organic you should work in a perspective viewpoint or you will end up with very messed up proportions, which may be why your head looks deformed... as in it probably is.
The camera in perspective view has a focal length(like real cameras), this will significantly change how the object looks. You will probably want this set to somewhere between 35mm and 65mm.
You can find this property for the viewport in the "n" window under View -> Lens.
For a scene camera it is found under the camera icon tab(when the cam is selected) -> Lens -> Focal Length.
Mr Chappy's answer is what everyone will tell you. And I think Zenogias is saying the same thing as Chappy too, although I have to admit his wording is a little awkward and unclear.
Anyway, this is not a problem you can fix other than working in the correct view mode for the kind of object you are making. Orthographic view does not really exist in the real world, perspective is how eyes (and cameras) see the world.
Orthographic view is for when you are working with exact measurements off of blueprints. For like buildings or machines or something similar that you can measure exactly. These kind of things will look right when modeled to exact measurements in ortho and then viewed in perspective. Organic things like people or animals won't. For organic models, you want to be working in perspective view to see how the model "really" looks.
The only fix is to make your face look good in perspective mode.
Maybe reading through this will help you understand what ortho and perspective views are:
https://blender.stackexchange.com/questions/648/what-are-the-differences-between-orthographic-and-perspective-views
That's what my teacher taught me long time ago,she said that object in perspective view be looks wider than the original is and give some more depth in term of dimension in order to make it looks more interesting.
May be I am confused with her word.
Usually I work with Othrographic view even for organic model as well,most of the time I watch tutorial people are working in othrographic view not perspective.
But what you said is true about othrographic view ,Usually it'used in blueprint and anything in Engineering works.
You can create organic models in orthographic if you want, but it is bad practice. Orthographic view is lying to you in a sense - it is not showing how things naturally look. I set up a quick scene to try and help point out what is going on.
http://steamcommunity.com/sharedfiles/filedetails/?id=1129042494
http://steamcommunity.com/sharedfiles/filedetails/?id=1129042709
I've got two cubes, both 2x2x2. I moved one cube slightly back and to the side. The left side of each screenshot is just showing how they are positioned. I did not move them, and on the right side I went to front and side view and then just switched between perspective and orthographic view.
Note how the orthographic side and front views distort the actual reality of the objects. It doesn't communicate that one of the cubes is farther away from the camera than the other one. All orthographic view shows you is that both cubes are the exact same size.
Then note how the perspective side and front views do communicate to the viewer how they are positioned. You can tell that one is farther away from the viewer than the other. This is how two different objects of the same size would look in the real world. It's how our eyes and cameras see the world. Perspective view can deceive you about the real size of objects. You can't as easily tell that they are the same size because they don't get flattened out like orthographic view does.
This is why orthographic view is great for modelling objects that you know the exact dimensions of. It displays the real measurements or sizes of stuff, but in doing so it doesn't give you accurate information about their position in the world.
For organic objects like people, we don't have real measurements to work off of. Maybe you've seen or heard of how artists will hold their pencil up and use it to measure the proportions of their subject. These measurements are taken in a perspective view, through the artist's eyes.
These perspective measurements can be deceptive about real sizes - which ortho view is good at - and all the information about an object's postion in relation to everything else gets distorted in ortho view.
And basically all of our knowledge or measurements of a person's propotions, and most organic objects, come from a perspective view. We don't measure people in the same way that we can measure a building. That's why it is perspective view for modeling organics and ortho for modeling blueprint type stuff.
It's possible to get a good looking human model in orthographic view. But what is going to happen when you've got more objects in your scene than just the person? Maybe you've got a 5 foot tall person standing off to the side of a 5 foot tall tree that is 20 feet behind him. Because you are in orthographic view, that tree is not going to look like it is 20 feet away, it will appear to be right beside the person. There are lots of things like this that might end up looking wrong if you do it all in orthographic.
Save orthographic mode for stuff where you've got exact measurements and angles (blueprints) and work in perspective mode for the stuff where you don't. I hope that makes sense, I understand what is going on between the two different view modes but it's hard to put it into words to explain it.
You explained it very well. It makes more sense to me, now. Learning from one's mistakes is for real, folks, I've just experienced it lol. I hope all the beginners in Blender find this topic to keep themselves from making the same mistakes. Thank you very much, all of you.