The basic object used in mesh modelling is a vertex, a point in three dimensional spaces. Two vertices connected by a straight line become an edge. Three vertices, connected to the each other by three edges, define a triangle, which is the simplest polygon in the 3d space. More complex polygons can be created out of multiple triangles, or as a single object with more than 3 vertices. Four sided polygons (generally referred to as quads) and triangles are the most common shapes used in polygonal modelling. A group of polygons, connected to each other by shared vertices, is generally referred to as an element. Each of the polygons making up an element is called a face.
This approach can also be adopted when creating subdivision surface models. If you start with good reference material, use as much as you can. Using your reference as an image plane, block out the rough shape of the character using cylinders. When your adding finer details make sure to, follow the muscle lines strictly so you end up with a nice clean model, which is symmetrical where possible. Try and keep to a grid system, this will keeping you a neat model to work with, and result in better deformation. You shouldn't put polygons where they are not needed, even if this is to be a high-resolution model.
This is a model i have done in maya 2009
its a very clean model apprarently because i have keep it in quads consistantly.

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