hey,
Not sure if this is right place to post a question about topological problems but here it goes..
Here's some topological issue that causes some extra work when sculpting organic stuff.
See the problem with the 3 edged pole there? this happens when i use for example smooth on the areas where these poles exist.
These can be fixed using polish brush for example or slightly negative inflation but Is there some ways to avoid placing these poles on these critical surfaces that supposed to look smooth or should i just live with it and keep fixing the problem like ive done so far?

Replies
The only reason you see it now is due to specialized shaders for sculpting microdetails, but when you have the end product (lowpoly+normalmaps+texture) nobody including you will be able to notice it.
I wouldn't worry about it, in fact I don't even bother polishing/flattening those (unless they really stand out) your time is better spent on a the overall sculpt.