Thanks go out to José Alves da Silva for this TopoGun tutorial. See more at www.artofjose.com/site
Enable Symmetry (X). Use the SimpleCreate tool to click on the surface and create edges (hold Cmd/Ctrl and click to connect vertexes). Use the SimpleEdit tool to reposition the vertexes, then establish edge loops around the eyes (the interior and exterior of the eyelids) and mouth (outer lips, a large loop below the nose and above the chin). Use the same number of vertexes on the top and bottom of the mouth, as well as the eyes, so that they match when closed. Using the Bridge tool (with Faces on), create polygons connecting the eye and mouth edge loops. Select the Extrude tool (with Crawl active), and pick one of the outer edges of the eye. Press the Loop button to select an edge loop and click-and-drag the green vector on the edge to create new polygons around the eye. Now move vertexes to define a loop that goes below the eyebrow and above the cheekbone. Select edges around the outer loop of the mouth – except the ones below the nose – and drag twice with the Extrude tool to create new polygons. Next, move the vertexes so that the polygons cover the chin and align them around the eye. Now apply the SimpleCreate tool again to connect the mouth and eye areas, and add polygons to build up the bridge of the nose.
Extend a strip of polygons along the cheekbone towards the ear and down to shape the jawline. Use the Extrude tool to the extend edges above the eyes to create eyebrows and a forehead, then keep using it to adjust the vertexes, building up the back of the head and moving around the ear area to produce an edge loop. Close the gap between the back of the head and the jawline, then extrude again for the neck.
To finish the nose, connect its bridge with the top of the lip and add its tip. Produce a polygon loop around the nostril and add more polygons for the wing. Extrude a loop inside the nostril to provide depth and close it with polygons. Now add a loop of polygons inside the eye, stopping at the intersection with the eyeball to give depth to the lid. For the lips, extrude their outer edge to the inside, leaving a gap at the opening.
For the ear, add an extra loop of polygons around the opening, then create a strip of polygons to cover its edge. Fill the back of the ear with polygons, add an edge loop on the front to create the rim and fill the inside with polygons. Topology inside the ear isn’t very important for animation, as ears don’t deform much. If you need more detail, just add loops by changing to Sym Selection, selecting an edge, using the Connect Ring button and adjusting vertexes. You can also add extra loops around the eyes and mouth.
Disable Visibility under Groups for everything except the arm and one finger. Viewing the finger from above with the Tubes tool (eight divisions), drag to create a section line at its base. Create sections along the finger, marking the knuckles and an extra section on each side of the joint, as well as the tip. Now Ctrl/right-click to generate topology and draw the sections in order, from the base to the tip. Adjust the vertexes on the other side of the finger to match the knuckles and repeat this for the rest. Now create a vertex at the tip of each finger and connect them to the surrounding vertexes to close the tip with four polygons. Select an edge at the base of the fingers, use the Extrude tool to grow fingers towards the hand and add polygons between them.
To finish, extrude an edge loop near the fingers, then weld the polygons’ vertexes together between the fingers on both sides of the hand. Extrude twice more to produce polygons along the hand and adjust the vertexes so that the side of the index finger’s edges match the side of the thumb. To finish, you can adjust the vertexes to follow the padded areas of the palm, extrude the wrist and weld some vertexes to reduce the poly count along the arm.