Edge loop placement on animal head (image heavy?)

Hello! Hope I’m doing this correctly:

This is my first time trying to model something “properly,” with respect to quads and edge loops (you don’t want to see the earlier attempts – really!). I have a critter I am working on, and made a higher poly rough to retopologize into something lower poly for game use, but I’m not sure where to make my edge loops. I’ve looked at human examples and dragons, but I’m not sure how to handle a partial beak and if I should do anything differently. I know what I’m looking for, at least.

Here it is:



Here is how it looks illustrated, with snarling included. I also threw in some animal anatomy because I am not sure how to follow the muscle of its muzzle for it to deform correctly. It snarls like a bear, lifting the front portion of the muzzle up to better “flip” up the beak, rather than “puckering” like a wolf. The top image is wrong in this case – the top teeth should not be showing.

http://i.imgur.com/R056Xuu.png
http://i.imgur.com/Cl9lECR.png
http://i.imgur.com/oymsZyD.png

http://i.imgur.com/lHTj1f3.jpg
http://i.imgur.com/saQDQzK.jpg

Here is the full body as well, to show how the head will attach to the body. It carries its head similar to a dog’s, just there is a lot of fur:

How would you recommend I carve this beastie up? Do I put the “lip” edge loop behind the beak or incorporate it?

just try to follow the natural contours of the form.
and welcome to BA!

It’s a cool design; your illustrations are great! I would simply keep the edge loops open and create a separate mesh for the gums, teeth, tongue and whatnot that intersect with the beak where it isn’t directly visible. Keep up the work!