A blank base mesh designed for video games and animation. It uses quad based topology, with a pair of triangle at the back of the skull, to reduce unnecessary edge loops.
It is anatomically correct, based on various reference images to give an 'average' figure with a relaxed A-pose to aid in rigging. Edge loops follow muscles, to preserve volumes and minimize deformation on bending. While there is enough resolution for body morphs, normal maps are recommended for fine muscle lines.
UV maps are broken into pieces to reduce texture stretching and increase resolution. The head is on it's own seperate map, even though it is one mesh. This is so that just the head can be used, while the body can be replaced with user-made armour and clothing. This works nicely for character creation systems.
Though the lips have interior volume, the inner mouth such as tongue and teeth were not modeled.