Topology is an advance topic, but the key thing is to look at the end goal. So for deformation like a character that is going to be animated then you want more evenly spaced face loops. This becomes less important with still images. The main reason that quads are so important is because of the modeling tools. It allows for mathematical predictability that you don’t always get with other polygons. So, with that in mind yes it does create unnecessary geometry, but in this case it is less of a problem since it’s not going to be animated. Plus the added system resources is very small compared to the amount of time it would take to actually clean up or do the modeling without do the loops. I’m not sure if I explained that well or not, but hope that helps.