When creating a topology mesh, are self intersecting loops a problem ?
If it is problematic, you can use "Paint" to communicate and mark how that edge should have been made with a simple stroke.
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Direct sugggestion ..... Do not use the self intersecting mesh you have. Correct it or Discard it.
If you feel you are a beginner at topology I suggest you not experiment too much or any ... with quad flow. I believe your model to use uncommon edge flow. Thus I think you would do better in the long run not to use the quad flow you have in your question. Follow a common and trusted model.
If you choose to improve your mesh by your own standards after consulting videos with many upvotes consider the following.
You may correct or add improvements to your mesh. If you attempt to correct your model see the Blender feature of
What is written here is not a tutorial. A video does that better. Of course I am tempted to say more ... about edge loops. But then again the dangerous tutorial pops up. Your model has other problems which you can correct sooner or later.
The important thing is to know why some topologies are preferable and in which situations. The reason that topology is so important especially for faces, shoulders, elbows, knees etc is animation.
When the mesh stretches and bends, good topology will ensure that no strange artefacts appear on the surface. If your model is not supposed to be animated then perfect topology is not that important.
One way to check if your topology is working is to add a subsurface modifier or similar to smooth out the surface and then select parts of your mesh to stretch and rotate. Don't worry about it looking perfectly real, just look for lighting artefacts and oddities. The more you can stretch and bend your mesh without artefacts the better. Most topology problems show up when you rotate parts of the mesh.
Also, try not to discard models. It is good to learn how to rework parts that didn't turn out the way you wanted. It will make you a better and more efficient modeler.