I never sculpted IRL. Need to know anatomy to sculpt organics. I'm still learning. The more anatomy I learn, the easier it is to model, more methodical, a-b-c. Sculpting in dynatopo mode adds polys to the mesh where needed. Gives epic results down to tiny detail but the mesh you end up with is a fkin mess. Distorts and creases all funny when you use bones. First learn retopology. A bit like anatomy but using polygon flow to describe forms. I can speed-sculpt a face now, either with references or made up in my head, in about an hour. I practice doing that. The retopolgy takes me several hours. Then I need to model hipoly detail back in, on top of retopo'd mesh for normal/bump maps.
By all accounts is kinda bog standard workflow for game assets and/or posable meshes. The other way is build lowpoly, nicely topologised mesh from the git go but I prefer starting with a dynamic mesh. Plenty blender/z-brush sculpting vids on youtube. Principles are the same across both but there's more z-brush ones.