I'm not doing many characters, but I'll give you a tip for zbrush that most people get wrong in the beginning, stay on a lower polycount until all the shapes are correct and don't go higher until the sculpt needs it (when you add finer details).
The problems with subdividing too much is that the model often turns a bit lumpy and also that people tend to focus on details when the overall shapes are not working properly.
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The problems with subdividing too much is that the model often turns a bit lumpy and also that people tend to focus on details when the overall shapes are not working properly.