“That’s exactly the opposite. If you model something that correctly follows the facial muscles it will lead to a good animation result for sure. That’s the main reason topology is important for.”
take a look here at this example below. Its modeled not necessarily with something that correctly follows t he muscles of the face, but rather modeled as a function design for animation. It doesn’t follow any sort of designated muscle system, but indicates that in its overall form for the sake of function.
Look at the flow it doesn’t follow any medical text book I’ve seen. Its built entirely for its purpose.

“Also your example doesn’t look like it’s animation ready at all, the chin muscles aren’t animatable at all, the mouth and the eyes don’t even have a single animatable loop and the topology of the cheeks doesn’t help as well, not to mention the impossibility to animate any neck muscles, basically in your example there aren’t any. Once again topology and facial structure ARE something you have to worry about, they’re the most important thing to make an animation ready head.”
go to www.monkeyshitfight.com use the password pinK
you can see that model I mentioned earlier. The chin is perfectly animatable. What you might read on the web or in a book about an animatable concentric loop isn’t necessaril the best result for animation. This all depends on what your animating.
“Once again i disagree. One can’t start modeling a head if he doesn’t understand or know the rules he has to follow in order to do it, and topology is the first rule to make a realistic animatable head. Some characteristics and facial features are IMPOSSIBLE to create if the topology doesn’t help them: the smile lines, the subtle folds you got in your chin when you smile, the wrinkles near your eyes (crow feet), the big muscles on the neck, the massetere and so on.”
Not to bash you guy, but again. As the countless examples shown here by others just learning they don’t require the knowledge or the study to learn how to model. I encourage them to jump in and leave the technical stuff for a later point in time.