Number one rule in 3D modeling is: "Do it right". Doing it wrong takes at least the same time as doing it right. However, if your models are done correctly, you will only have to make them once, and they will fit well for sculpting, animation or printing. Moreover, wrongly modeled 3D objects can hardly animate and later-on face real difficulties when sculpting in other tools.
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There is a dual usage of the term "quality" in 3D modeling. 3D models quality often refers to its polygonal density. Highly polygonized models are often related to as 'high quality'. 3D models are done for different purposes. Video games models are usually low poly, whereas photo-realistic models with no animation contain many polygons and are subdivided. Yet, this is not the quality that we are talking about here.
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The build quality of 3D models must follow very fundamental 'do' and 'do not do' rules. This relates to avoiding polygonal deformations with Ngones (five-plus sides), triangle polygons (at least minimizing) and cleanups after beveling. When subdividing polygons, it must be done evenly. Don't ever be tempted to carry on working when noticing geometry is not divided evenly. Though constrainments are always there, try to keep polygons as squared as possible.
Whether you implement polygonal modeling, NURBS or Digital sculpting, modeling in the right way is crucial. Diagnostic tools are quite helpful in preventing unnoticed mistakes, yet such tools cannot prevent careless modeling.