I understand. but what would be thew best approach? should I make a base structure, subdivide everything, and sculpt or something else? I just need a good way to get anime models right on Blender. I want to stop using Miku miku dance models as my bases and make professionally awesome models like C'mell or you for instance.
Well you're gonna want to start out with something like this ; [link]
But instead of using that reference, try to find some anime base/reference. I think I've seen a couple floating around deviant art.
The biggest thing about anime, of course, is mainly the proportions. generally larger heads, bigger eyes, smaller nose/mouth etc. Takes awhile to get that right and that was the hardest thing for me personally to adapt to. As if you do it wrong the character will look a bit bizarre. (kind of like something out of Dr. Suess.)
I have a medium-poly mesh that I work with as the body, this mesh is pretty featureless. I then use a highpoly mesh, sculpt in some details, and bake its norms onto the lower poly mesh. This is how I do my muscle tone and such, as well as wrinkles. It's generally not a good idea to have more polies than you need on your real mesh, as that just makes it harder to manipulate down the line, and chogs down the 3d App. (don't go around subdividing, wily nily, that's usually a bad idea, use reversible modifiers, such as Subsurf in Blender)
It's really about finding your own work flow, and mastering that. Nearly everyone does things a bit differently, but to the same ends. That's one of the beauties of 3D in my opinion, there seldom is one "True way" of doing things. It just takes patience, trial and error.
Anyways, hope that helped a bit, and sorry for the slow reply, been kind of busy.