You have some problems with the geometry around the head/armor, but I don't know what exactly. Some faces could have reversed normals (mesh display>conform to fix). The center point might be welded to other points under it, or you have thin triangles coming from behind and ending in front. You'll need to look closely to see the problems, and delete what you don't need. Leave smooth preview mode to do this so you can see better.
if you go to the content browser and load the triceratops mesh you could use that one for sculpting... windows --> general editors --> content browser examples --> modeling --> sculpting --> animals
but be aware the sculpting tools in maya arnt really ment for doing serious sculting work... they where integrated to support the blendshape system... they dont have subD levels and does workt in high polycounts..
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Also, subdivision works best with quad topology, much of the model is triangles, which will give you a bad result in the end. Here's one set of tips: http://graphics.pixar.com/opensubdiv/docs/mod_notes.html
https://www.turbosquid.com/3d-models/--animation-head-3d-obj/798532
https://www.turbosquid.com/3d-models/triceratops-dinosaur-xsi/473104
https://www.turbosquid.com/3d-models/c4d-triceratops/1010675
windows --> general editors --> content browser
examples --> modeling --> sculpting --> animals
but be aware the sculpting tools in maya arnt really ment for doing serious sculting work...
they where integrated to support the blendshape system... they dont have subD levels and does workt in high polycounts..