http://wiki.polycount.com/CategoryTopology
This Polycount wiki link is primarily based on game development so you will find examples here using tris instead of quads to create the anatomy though eiether way some of the tips are amazingly spot on. I couldn’t have said it better myself
Anyway when modelling anything you are better to think of the anatomy of the object and surface flow. Decide to yourself there is a muscle flow working underneath the surface, especiialy if you’re animatig the object, then model with this in mind. Edge loops will also make for a natural flow of faces and of skin deformation on animation. These are key to good topology for animation or even just for static modelling of surface geometry.
If you’re into 3d study this wiki in advance of any modeling…. it ios a great resource and should remind you of the importance of forethought in modeling and animation in 3d.





