You don't need to do that U loop. Just add more edgeloops as you need to AND THEN delete/tie off those loops when you're done modeling all the required shapes.
Check the Polycount Wiki for character topology examples.
It's really nice that you thought about the knee topology, but neitherless I would start over since the base topology looks very off. I would take a look wireframe from games (or tutorials) and try to rebuild them.
It's really nice that you thought about the knee topology, but neitherless I would start over since the base topology looks very off. I would take a look wireframe from games (or tutorials) and try to rebuild them.
You don't need to do that U loop. Just add more edgeloops as you need to AND THEN delete/tie off those loops when you're done modeling all the required shapes.
Check the Polycount Wiki for character topology examples.
After another visit (starting over) i think the topology is much better. I did some test rigging and it seems to hold up to most of the deformations I plan to have. I watched several tutorials too!
Is him Cartoon model? I suggest nailing down the pelvis linking to the leg, so you can skin easier for z axis rotation.
You surely can do other rotation axis even easier.
About abs topology, if you link the head to the body all quad, you need to do a edge loop in the abs, it is the opposite of you did initially, it is just to lower the polies, else would be a mess. Cartoon characters dont need that abs form so noticeable, so you dont need to worry.
Replies
Check the Polycount Wiki for character topology examples.
I would take a look wireframe from games (or tutorials) and try to rebuild them.