I agree with Derby and Rich. And I’d like to add:
The only real drawback to me would be the slight texture stretching that occurs sometimes. But firstly, human skin usually isn’t contrasty enough to show this (especially not women), and secondly, it can be fixed. As for pipelines, one extra subdivision at rendertime will make the surface all quads and it should work in any app.
I’m not avoiding edge-loops, to me they are still a valuable concept. I guess my method is a hybrid.
Some think I’m simply taking shortcuts, being lazy. On the contrary, a lot of thought went into every single polygon.
I need a light mesh, for my multitude of Blendshapes to not bog down, and to be easy to tweak. And at the moment it is - even light enough for me to make 20 extra Blendshapes of the whole body just to adjust the deforming of the fingers (for a total of nearly 60). Doing it all quads might nearly double the number of polygons I have to work with. That would probably mean more than twice as long spent creating morf targets, slower feedback and a bigger file.
Another thing people don’t like about my topologies is the random chaotic look - it seems ‘dirty’ to some. But this is exactly what is needed for human bodies - chaos. You want to avoid ‘clean’.
The default behaviour of any 3d program is smoothness, clean-ness, geometric simplicity. So models often look too regular, as if stylized on purpose, as if milled in a machine by some simplistic CAD program.
Flesh is never regular, it always curves in all directions and the curvature changes constantly. There aren’t 2 square inches on our bodies shaped exactly the same. There are no straight lines, no perfectly circular or elliptical arcs, no 90 degree corners…
This is so much easier to achieve, with triangles and 5gons, rather than with all square similar size quads. Try it, you’ll see what I mean.