I heard before that it is something related to the mesh's edgeflow, but I have never understood how to practically do it. I'll include some images of what I'm talking about and I'll also include some questions without answers, at least from what I know. Do I only have to copy already existing good and functional retopology? How do I do it on my own without any problems? In other words, how do I avoid this issue, since I want to learn how to be independent in modeling?
https://blenderartists.org/t/human-retopology-advice-welcome/1248218
Replies
You could check out models with similar density on Sketchfab and switch between Matcap (mesh shading) and Matcap+Surface (mesh + normalmap shading) viewmodes to get an idea. Here is the wiki page on body topology, which contains some image examples too.
http://wiki.polycount.com/wiki/Polygon_Count#Polygons_Vs._Triangles
These are the same shape, they just have different triangulation, which affects shading.