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.

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.
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.










