I don't think that your models are sloppy Travis, think that your style is High Density. It may not be as processor efficient, but the models are good. The example you set there is good. I don't think you would loose any definition in reduction here. I think you could loose a great deal of polygons around the cheeks and chin. I think that what could kill the animation is the arrangement. It is unnatural around the eyes and it will show in your morphs. I have found that arrangement was more important that quantity when it comes to animation. for example: In this character, she has full phenomes and a very low number of polys around the face, but density increases around the ears and the eyes as they are conversion zones. A place where polygons seem to grow from. The eyes are absolutely circular in area just like real human musle eye arrangements as well as around the mouth. Because of this, when creating my endomporphs, I can get a great deal of flexibility without losing shape and with a lower number of polys as well.