That's because you put your horizon too high: I would put it near her knees based on the foot and legs, because she's contorting and thus her foot and leg are the most stable and parallel to the flat plane of the ground. There's some other tidbits that were missed: 1. Those clothes make no sense with her movement. The…
Heres a few big things that'll help. To lower tri counts, just look at your model and see what verts are necessary to maintain the overall shape. In the box you've got a bunch of edges that aren't doing anything, so collapse em. You've got N-gons in there as well, faces with more than 4 sides which isn't a good modelling…
There's hard surface modelling and organic modelling/ sculpting. The only reason you'd want just quads is if you're constructing a base mesh to import into Zbrush to sculpt on. High poly models can have n-gons or triangles, as long as the final result looks good. Meshes in games are triangulated anyway so it doesn't matter…
Looks great and are parts of it traced or basically everything done freehand? Can also see some inspiration from the golden age of 'sand n' sandal' 50s 60s poster art, too. The greek style text imo fits in to the setting or genre of your game, maybe increase the lettering gold border slightly so "OF" is more readable.…