adjusting topology

Anybody know if there is an equivalent Blender technique for what this guy does over here?

http://www.silo3d.com/Tutorials/User_Tutorials/tony_jung/HTML_files/tjnyc_3.htm

I’m trying to follow along with the tutorial, but connecting verts and joining triangles is producing weird results: it doesn’t seem to be splitting the faces, but creating an edge over the face.

I’m looking for a way to handle muscles that run across other muscles, like in the neck and legs. Planning ahead with the mesh is difficult with the more drastic angles.

I had trouble with that part of the tutorial as well. I practised with a subdivided plane until I understood what he was doing.

To split a quad into 2 triangles select a quad face and press ctrl-t, if the diagonal is in the wrong direct press ctrl-f with both triangles still selected.

Note that this is a difficult tutorial to follow in blender – you have to do some things quite differently to get the same results – quite easy when you know blender but difficult if you don’t. The joan of arc tutorial translates much better.

Good Luck
GreyBeard

Thanks for the reply…yeah that works pretty well. I ended up with some triangles around the edges, but the results were close to what’s in the tute. I will check out the Joan of Arc tutorial too.
http://img379.imageshack.us/img379/5146/topology9ae.th.jpg

Oh and incidentally, I could not get the bevel to work. It won’t bevel a single vert or edge; it always bevels all the faces. I tried the bevel center script, but it gives the error msg: Python script error - check console, which reports, "NameError: global name ‘v’ is not defined…?