>>2764168Hey, thanks!
About the topology, the topology of my source mesh itself is as clean as it gets because I poly modeled it for subdivision. Pic related. You can see the version with just subdivision in the first version I posted (note that this first iteration has other major issues unrelated to topology), here:
>>2761675Then the anon who is helping me told me that the polycount is too high, so I added a function to my conversion script (I wrote a ~2.5k line script to prepare my normal blender model for mmd, generating bones and morphs and filling out bone names and settings and so on according to a data text file) that, after collapsing the mirror and subd modifiers, selects every vertex assigned to the "xxx_decimate" vertex group (if the object has one) and uses the "decimate geometry" tool in blender (and "shape propagate" too, because it messes up vertex morphs). Hence the arbitrary triangles. What are the problem areas that are bothering you? I can just unassign those areas from "xxx_decimate" and they'll be left untouched. So it's an easy fix for me.