I found a good read on Modeling (Volume & Derived Surfaces) that would be good for anyone to go through. It doesn’t get specific, but is good general knowledge and emphasizes good topology and edge flow.
How to Apply the Principles of Traditional Sculpture to Make Stunning 3D Characters
Thanks to @FedPete for the link to the Subdivision modelling step-down guide, as that is how I was able to find this article.