OK, so we should follow the sort of flow that we see in your lower reference and apply that structure to make the one above it. But unlike the lower ref, the white moustache doesn't have any as obviously pointy / tufty bits so the silhouette is different.
So, starting at the centre line, with a cap-less cylinder with 8 rotational segments we can ctrl drag the right most edge loop out and rotate and scale the loops until they match the overall shape, and having set the axis to the centreline you can use Symmetry (under SDS) to get the other half, like so...
At this point, having established the overall shape, there are choices to make... you could:
1. Add more loops to this model to get a low poly ridged look for the hair, 'suggesting' the hairs in a low poly sort of way
2. Actually use hair to fluff-ify this base model, which you'd have to manually brush into the right shapes, because at the moment the flow of the hairs isn't the same as the flow of the object.
3. Add some tufty points to this model to suggest the gaps and partings in the hair more like your lower ref.
Which do you prefer ?
I quickly tried option 1, so beveled the (left to right) centre loop into 5 which allows us to pull out some vague curves up on the front side (select every other loop on the front using path selection) to suggest the hairs...
CBR