I have noticed that every "professional" modeler do their low poly models in quads only, and I understand why as Zbrush etc. really mess up a triangulated mesh when subdividing.
On the contrary most engines translate all models into Tris only, and I have experienced that on a symmetrical character model, the Quads are automatically split into Tris in one direction (in the engine), giving some minor yet weird deformations on one side of the body.
Also I have seen good modelers that do not care whether it's this or that mixed in their model.
I figure it would be practical for me to model a low poly first, then unwrap it, take it into a sculpting app, export with normal map, but should this be quads or tris? Should I make a triangular symmetrical duplicate and project the normal map onto it or what?
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To be more clear your base mesh is usually not going to end up being your low poly, it's just there to make the sculpting process easier. You then make the low poly mesh to follow the shape of your high poly using tris or quads or whatever gets the job done.
If you're using 3dsmax its easier to control hidden edges then it is in Maya. But in Maya you can force edges by creating visible edges, it often breaks loops and rings but it works. I'm sure there are other ways people have found to combat the constant recalculation of hidden edges in maya, so the info is probably out there somewhere...