At the end points of the new spline there should be a corresponding vertex point on both the side and front splines. The end vertices of the new spline, and the vertex points on the side and front splines should be adjacent to each other in 3D space. At this point you can attach the splines together so that you only have one object. Using EditSpline2, you can now select and weld the coincident vertices on both the side and front splines of the head. Figure 1.9 illustrates where these points are. This is another reason to use EditSpline2, for it allows you to weld together any number of vertices. The Surface modifier will work even if the vertices are not welded together, but it is better to have one seemless object. Repeat this process with the rest of the horizontal curves of the face, starting with the front viewport and then using a combination of views to arange the vertices and their tangents so that the splines follow the curvatures of the face. Welding the vertices should make it easier to manipulate the entire structure. You will probably need to increase the weld threshold to get vertices to weld.