You should be fine, make sure that is your final topology because it becomes harder to change it after the fact, (at least not without redo-ing some skinning data and transferring which is totally worth learning anyway).
As a general rule, rigs are created totally separate from character models, and partly to avoid any issues like that. You're free to edit the rig or geometry at any time and put them back together.
@Scruples : this is a confusion between rigging and skin weighting. Rigging (= building a control rig) is completely independent from the skin weighting of the actual geometry/topology. But then again there's no way to precisely know what the OP actually meant, so that's anyone's guess really
Regardless - creating some some basic skin weighting as early as possible is extremely useful anyways, even as early as the blockout step. Transferring skin weights is indeed trivial and being able to check deformations every step of the way is imho crucial in the creation of good character models.
One could even argue that building a basic skeleton armature should come first and foremost, before any modeling or sculpting. It really helps !
Here is my current workflow 1)Get final topology overall 2)Rig eyelids to see if have enough edge loops to close properly if not, using quad draw, add edge loops 3)Make a simple rig for the mouth as well to see if enough edge loops if not, using quad draw, add edge loops 4)Uv unwrap
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Regardless - creating some some basic skin weighting as early as possible is extremely useful anyways, even as early as the blockout step. Transferring skin weights is indeed trivial and being able to check deformations every step of the way is imho crucial in the creation of good character models.
One could even argue that building a basic skeleton armature should come first and foremost, before any modeling or sculpting. It really helps !
Here is my current workflow
1)Get final topology overall
2)Rig eyelids to see if have enough edge loops to close properly if not, using quad draw, add edge loops
3)Make a simple rig for the mouth as well to see if enough edge loops if not, using quad draw, add edge loops
4)Uv unwrap