Start modeling by giving your model a simple volume. First the proportions of the character are determined and then the details of the model are worked out. If you list the details of the character floor individually, you may have problems with the proportions. It will then be difficult to change them from this point.
Follow good edge loops and topology to keep them clean. Keep the same and proportional distance between each edge loop in the model. If you want to animate them, you need to take care of the polygonal flow so that the rigging works properly, especially at the joints.
If possible, always use polygon quads and avoid triangles if possible. You should also do without N-gon in your models, as they will cause considerable problems if you want to animate or smooth your model.
A correct placement of edge loops helps to animate the joints convincingly.
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