Here's my WIP,
currently at 702 polys / 830 tris, will add in hands soon.
I'm working on a generic human for now, and I can modify it later.
My primary goal is to have it very flexible while maintaining its silhouette readable.
I'm planning on using this for game engines, so I'm trying to make it with tris (more control over which direction each face folds, though modeling's trickier.) I'm still modeling it with symmetry, so there's still a seam in the middle. I'll simplify it when I'm almost done.
All rigging is done via joints, weighted to a max of two joints per vert. I figured out a setup that keeps the thighs and groin area stable, just needing two extra joints to maintain the butt's volume. Still trying to figure out a stable shoulder setup though... Currently I have one extra bone per shoulder to compensate for twisting, but it's still manually keyframed.