No, topology is poor. Triangles all over the place and very little flow to the usual loops.
But it will probably be ok auto retopology is not better.
I had problems with the nose holes and the acute angles behind the ears, but honestly, this looks good (and I don’t know whether this will be a serious spoiler… but Grant will tell how to fix small holes in your maps due to problems related to the way you decide to retopologize later on; it’s easier than it will seem for a while, so don’t freak if there are small issues in a couple of hidden places, such as behind those ears or in a wrinkle somewhere around the neck; ok, now I said it! )
I think it will work, beside the problems Megane_wang mentioned.
You need to improve the topology, if you want to make manual adjustments to the low poly model, as NP5 already mentioned. But it’s your first model so go for it.
Here an example of relative good topology. Nice loops around eyes, mouth face etc.
Ok … Thanks … I thought at some point it would all be converted to Triangles …
Thanks …
True, at the moment the render engine does its work.
But as a modeler you want to work as much as possible with quad faces, because then you can easily divide them in more quads for more mesh details.
So, you are correct sir!
Yes as FedPete says, but later and by the renderer. For modelling, everything is best as quads. (some others in ‘some’ situations are passable)
It is basically the definition of good topology, all quads and nicely spaced.