Modularity is the way to go. Tiling textures, and a different material per surface type. Use a trim sheet + material for the foundation and moldings and strips that make up all the window frames. If you want localized non-repeating detail, use blending and/or decals. * http://wiki.polycount.com/wiki/Environment_modularity…
As okidoki mentioned above, we have a wiki with tons of curated resources. We even have example character meshes! http://wiki.polycount.com/wiki/BaseMesh And tons of example wireframes to examine and learn from http://wiki.polycount.com/wiki/BodyTopology http://wiki.polycount.com/wiki/Limb_Topology
This might also help you. http://wiki.polycount.com/wiki/Freelance#Freelance_Rates Don't just take those numbers at face value though. Read the threads.
A character in that style can be done completely in Flash. Yes, in parts. For animation tutorials, look at technical ones that explain how hierarchical animation works in Flash. https://www.google.com/search?q=flash+hierarchy+animation For the fundamentals of creating quality animation look at resources like…
Cool! A few links that might help you: http://wiki.polycount.com/wiki/Topologyfor example: http://wiki.polycount.com/wiki/Character#Character_Examples like this: http://wiki.polycount.com/wiki/BaseMesh just one example:
These resources might help explain things. Everyone does it a little differently, mixing and matching techniques. http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/Texture_atlas