Are you still encouraged to use triangles? What about in places like the eyelids? Or other deformation areas?
I can understand how they're easy to work with on something hard surface like the robot Kent Trammell made, but what about a regular human character?
Does that even apply for areas that don't deform much, like the chest/ribcage area? Or maybe the middle of the thighs? Would triangles make a significant difference to the deformation in areas like that?
I just finished watching your character course; if I were making a character just like that for say a Unity game, are you saying I should be aiming for exactly that kind of topology all through the model for non-ugly deformation? and the same applies for all organic character models?
Maybe instead of overloading questions, I should probably test these things myself.
Nevertheless, thanks for the response, always appreciate useful information. On a side note, it would be interesting to know how to animate textured eyelids for a game rig.