for subdiv sculpting, more even quads would be good, so I'd divide some of the rectangles around the hips. Breaking up the 5 quad pole on her cheek and the two on her upper chest would be a good idea too
in my experience, poles should be avoided for subdiv modeling, but it really depends on what you're making. Try subdividing a pole and sculpting over the surface to see if the results are what you're after
Gotcha but how should I go about breaking up those e-poles? Or what's the place to relocate them if they can't be gotten rid of?
When your model is symmetrical like your basemesh, you can just delete half of it, break up the poles by having the poles 'escape' out into the central vertical divide, then mirror the geometry and weld. Don't forget to watch for spiraling loops too
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http://wiki.polycount.com/wiki/BaseMesh