practicing female topology

I seem to be having issues with the hip and butt on how far to bring the back vertices over to form the buttox. , also, I have noticed using muscle anatomy helps with detail using the lines to set the vertices like in pic below of what is circled red. but… still having issues with the face.

could I do a side view of the face first then one I start the front use vertices connect to start the structure?

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starting face issues can I start a loop from front, then do a vertices connect to the side view to start, then adjust the edges by side view? having issues starting, I cant start with eyes like a lot of people but wondering if there is a certain order or not? also, I heard there is a lot of different topology. like cartoon has c or s topology? anybody heard of this??? .

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Start large and work to smaller and smaller.

In the case of the face, begin with a loop of faces (actually, two loops: turn mirror on) that runs all the way around the head in side view.
This will give you some geometry to anchor the face loop and the muzzle loop. From there you can move on to placing the nose, lips and eyes.

The most important thing to learn is how to get each loop placed correctly, from all angles, before moving on. If you mess up the big picture, no amount of fiddling with the details will fix it. It might look like the eyes are wrong, or the lips are misplaced, but actually the problem will be with the overall shape of the head, and not the eyes or mouth. You can waste a lot of time tweaking details when the problem lies in the big shapes, because none of the tweaks, none of them, will look good.

Thanks. I was thinking about trying to do this. do certain sections then connect them. I also heard there is different types of topology. Like a S or C topology. One of them is for toon modeling?

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Doing sections and trying to connect them is working small to large. I advise you work large to small.
C is ‘closure’ and S is ‘set’ and C(S) topology refers to mathematical notions of set theory of little value to the modeler.

thanks, I was having issues doing that because of the side view, it wants lining up right , then trying to manipulate vertices, it just seem harder than it should be, but I do like the break down for the sections and to get the detail.
is this type of mesh detail good for animation? or is it to much and using nurbs to get the form would be less memory and easier to rig? is there skinning in blender? or is that only Maya? I just started learning about B surfaces and the skin modifier, so this may help me with forming a good modeling workflow.