I'm not really one for putting unfinished work on the internet but I feel I need to start getting into the habit, so here is my progress on my Megaman X character for my character modeling class. Currently, it's just a low poly and I'm working on unwrapping the UV's. Next step is to bring it into Zbrush for sculpting details and texturing.
Replies
It seems like this is to be the game model? usually you would build a base mesh to sculpt on in ZBrush (or make it from scratch in ZBrush) and then make the game model afterwards. Mostly for the reasons I just mentioned; that a base mesh should have even topology and ideally no triangles which is not necesarrily how you would want your game mesh to be.
Triangles and poles will give you awkward results and make your work harder if you try to add details in a sculpting programs.
Only the final resurface model can have triangles because is only going to be use for baking the details from the high res version.
It is also important to have an even distribution of quads in your model so you can get an even density whet you subdivide it.