Fascinating. I’ve heard you say this before, Stahlberg, yet until these pictures it hadn’t really sunk in enough for me to experiment or change my workflow. I’m not OCD about killing all stray tri/ngons, but I would never leave some of the things you’ve left in your mesh, for example the loops that just terminate right into the side of a poly:

But I’ve never really questioned why? That’s just what I was told when I first began modeling and I accepted the edge-loop / quad approach as axiomatic, despite how enormously frustrating it can be.
Ok, I gotta apologize in advance for the following barrage of questions, I’m just very curious about your thinking here …
Do you think this is just a case of you mastering the rules to the point where you know when and where you can break them? Because you do have nice flowing edge-loops, it just seems that perhaps you know when and where you can get away with abruptly terminating detail in a way less experienced modelers would be more wary of.
And if this is the case have you made any useful distinctions on when/where you can get away with it?
For example, where on a face model would you feel comfortable with terminating detail abrupting, leaving tris/ngons or poles?
Can you think of a case where you make sure that you had all super clean edge-loops/quads? For example, maybe in an incredibly flexible character that needed to deform anywhere and possibly with skin/muscle sliding/bulging?
Also, would you suggest this approach to someone newer to modeling? Some may say it could lead to sloppy modeling habits, while on the other hand an overly technical focus on “pure” topology can be frustrating and drain the artistic process.
Finally … obviously Bay is an excellent modeler and possibly the original and most influential proponent of edge-loop / quad philosophy … so do you believe this is more of a personal workflow issue (that clearly works for him and many others) than a fundamental rule of modeling for proper shading/deformation? (I’m reminded of this thread: http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=23)