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I have finished sculpting this person. Now i've started making retopology. Could you check it and tell me, if I am on a right/wrong way.

enter image description here

In the future, I am planning to animate this person. So, as you see, some quads are smaller( eyes, cheeks, eyebrows), excuse me, all quads are small(is that wrong?).

And, some questions:

  1. Do I need to avoid triangles every time, or it depends on mesh(muscles, smooth transitions)?
  2. Can I continue body retopo, making large quads? Like here enter image description here
  3. If you have some rare tips of retopo, please, share with me.

Thanks.

EDIT 1.

Made new topology, before - 3k vertices, after - 666

enter image description here

EDIT 2. Before 666 vertices, after - 459

enter image description here

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  • $\begingroup$ I would say stay low-poly as much as possible, but of course on some parts you won't be able because you need to model some details. Your topology can be simplify in my opinion, also try to keep a nice topology flow, for example see here how it circulates around the mouth: i.pinimg.com/originals/96/15/ac/… $\endgroup$
    – moonboots
    Commented Jun 10, 2021 at 17:50
  • $\begingroup$ The edge flow is not recommended for animation. Image search "face retopo" and examine the edge flow you see (loops around eyes, mouth $\endgroup$
    – Nathan
    Commented Jun 10, 2021 at 17:55
  • $\begingroup$ Thanks, i see that. One question: Reading some tips, i got that quads must copy muscles's shape, is that mean we are gonna lose a nice topology flow, or i am able to do that, or it could be simplified anyway? For example, muscles around neck, quads are not following the shape, as I see. Thanks $\endgroup$
    – morou
    Commented Jun 10, 2021 at 17:56
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    $\begingroup$ don't forget that you can use normal map, i.e. create a high poly character, sculpt, and save all the small details on a normal map so that you can fake 3D details on the low-poly version $\endgroup$
    – moonboots
    Commented Jun 10, 2021 at 18:04
  • $\begingroup$ It's better, but I still think you can use much less faces. Look at the cheeks, they're just a smooth almost flat surface, you don't need all those polygons there. Look at the references I posted on my answer. $\endgroup$ Commented Jun 11, 2021 at 14:48

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In my opinion your new topology is too dense (far too many faces). The character(Goku?)'s face doesn't have too much detail (it's mostly smooth), so you can economize a lot more on the number of polygons. Too many polygons make it harder to rig and creates a bigger computational load for working with the model and rendering.

Another issue is that you are modeling the eyes weld shut. Do you intend to just add a texture with the eye painted on? Did you think about how you will animate eye direction, blinking and things like that? I would recommend creating the eyeballs as separate objects and 'carving' eye sockets and modeling the eyelids on the character's mesh.

Other than that my general tip is to try create edge loops that flow around the features of the face, like these exemples:

enter image description here

enter image description here

The exemples also show how much detail you can get without adding too many faces to your topology (consider that you will add a subdivision modifier later).

My last suggestion is to sculpt the character with a neutral, relaxed facial expression so you can create a facial rig to create any expression in the character when animating. Your character seems to be frowning.

To answer your questions:

  1. You don't need to avoid triangles all the time at all costs. Just avoid them in general, but if it's inevitable and if it's in a part of the mesh that is not very likely to be evident it's not a huge problem. It's more important to avoid Ngons (faces with more than 4 sides) than triangles.
  2. Wherever you can economize in the number of faces, do it. There are a few techniques to transition to a smaller number of loops. This is commonly needed in places like the wrist - the arm is a 'big' shape that requires lower density than the hand, which has to split into fingers and that requires more loops. See this answer for more info on that.
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