Like Pior said - take the time to read that thread. It's huge, yes, but it's invaluable. Although keeping quads is very important, there are times were Ngons are perfectly fine. The main problem you have in that example scizz, is that your edge loops are incomplete. You were doing just fine, but it looks like you stopped…
If you make sure a loop goes around all the hard edges of models, they always naturally have places for loops. That is the true correct way to do it. I think insetting the sides will work here. Maybe twice is needed, since there are ngons. That will give you the loop around the edge that you need, and any messyness will be…
If you plan on taking this into ZBrush or Mudbox you'll want to make sure your poly distribution is more even, for sculpting. The wireframe shows it's pretty sparse in some areas and extremely tight around the creases. You should add some loops around the width and length to even that out some (if you plan to sculpt).
This reminds me, someone should make a script which takes height and width of faces and applies set of connections to it, to even the flow and distribution, for much nicer ZBrush sculpting. Wink, wink... EDIT: Did you watch this?…
With all due respect EarthQuake, that thread is fucking ace and bloody awesome, and it has saved me alot of time, but it's pretty cumbersome to move through the thread at certain places and it can get pretty daunting for people who aren't into this area of hard edge modeling. For example, when I first read that thread, and…