No no sir Steen, I shouldn't have tried to help you even. I'm the worst. Senpai will never notice me. I gave you that rubbish example because I'm lazy. Here's the better example of basic shape, with clean quads just like senpai likes it. (if you want you can save the picture and rename extension to *.zip, inside you will…
Hey, so you do not model in triangles (models get triangulated in game engine on import or you can do it manually but never model in triangles) for characters you need to study anatomy and topology flow on areas that gets animated. Example face: notice how lips and eyes area have circular flow as these get deformed.
@Thanez Nice! Its pretty much the same way as the 'smoothed' version in my screenshot. The smoothed version has additional edge loops to maintain the bevel of the edges, the same zigzag and what not. Also you can pretty much do the same thing with a bevel of 2 segments, like in my example. I just moved around a few…
That surface is non-planar (not flat) hence the visual artefact (pinching) result. Try FrankPolygon's third *ngon* example and see if it makes any difference.
The part you highlighted needs to be reinforced. Per's example works well. That should be the real title of this thread "how do I reinforce these edges" heh.
I guess any grid, elevated with for example a heightmap, splitted by faces, scaled by individual faces, extruded and maybe merged will do.. Blender even does have a paper model exporter.. which may be a bad idea for this kind of model...