Well, these may not support form well on their own, but they seem to be good for sculpting specifically.
I’m (still) struggling with the same problem (actually I’m in the middle of remaking my base mesh again this very moment). And the thing I’ve become aware of over a few versions is that sculpting base works best when it has absolute bare minimum of any creative “shaping” loops. Every star can become a PAIN to sculpt over sweat_smile:
Kinda gave up on trying to make it one-for-all-cases mesh - it’s either game-ready animation OR sculpting. Though I look forward to be proven wrong.
These days I’d aim for making a solid sculpt mesh that can be quickly repurposed into final mesh with some editing.
For reference, this is how my attempts went before (spoiler: not that well, when it came to making actual characters):