I learned that I was running an older version with a bug that kept the Adaptive Skin feature from working. With the update, I was able to go from ZSpheres to mesh with much better results than I did with classic skinning.
Masking for painting creases and textures has also been a great technique. I can detail the model in much the same way I would with an airbrush, washes and dry-brushing.
I saw so many great examples of hard-surface modeling coming out of the Games program at AAU, but I never expected to get my own work beyond pencil and paper or rendering in Photoshop. Thus far, I have been able to build models based on two of my favorite childhood creations: the Double Dodger and the Dart Fighter. These fighters were part of my Convoy Battles story and had several designs. Both had an issue with too many polygons, but now I have a slightly better handle on how to reduce polys and just how many is too many.
I also too a stab at sculpting a clothed character over a ZSphere armature. Knowing when and how to reduce polygons is still a bit of s stumbling bock for me, but I think I'm getting the hang of it. More to come...