no, triangles are bad for both low poly and high poly meshes, unless they are a joint, which is the best way to get optimal deformation. his topology is sloppy because the way he has the body flowing into the bottom of the coat. I"m not being mean, just it's considered sloppy.
The way he can fix those center triangles, and fix his coat deformation at the bottom is to get rid of the center line, and extend the triangle top verts down. Then instead of a center line, you have two of them. Then you can assign one to each corresponding bone. It seems some of the verts are being influenced by the opposite bones. So doing what i said can eliminate that problem.
Hope i wasn't too confusing
some other things, it seems you have some illegal poly's in the face, where the nose attaches to the head. Some programs will automatically fix then when export, but with random results. I'd say keep with a simple triangle nose, unless your going for ultra detail...still, the face needs optimized.
The pockets on the arms could also be done with a texture, so don't need those. The bottom of the feet look a little sloppy. Make sure your have single edges going across the bottom of the foot, and don't have mixed with some across and some going with the foot.
Well, thats all i got now, looking better.
You don't have to take my suggestions, because there just that
as for the head deforming, i'd need to see the actual bone rig, and how your handling your influence fall off, and weights. Also what program are you using?
MOONDOG
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