It's aprox 2x the quads number, more or less, so...
Anyway, imho is like driving or dancing, better to go "getting the feel" than be very obsessed with the number there. These days optimizing is important, but not us much as the high quality of the art being produced... Indeed, is the time of high end modeling... You might be modeling for phones, etc, and yep, there's still needed a lot of low pol.
Anyway, I'd recommend Cinema specially for rendering, maybe animation if purchase the special module for it... But for modeling... I'd prefer Blender, Silo, Modo or Wings.
Anyway, I don't know you, but I myself when doing low pol am not all time looking at polycount numbers... Is more about making the polies efficient, don't waste them (But i optimize at the end, I don't let that get in the middle of the creative procces) and if are not much restricted by a polygon budget, sometimes is better to use some more if it's gonna make a cleaner UV layout for texturing... Or for joints bending, etc. Quads are better for both texturing and animation. (though in the end it's all tris, is more a matter of workflow, and indeed, quads make modeling easier, and better organized wires)
Anyway, I am not sure if game development stack exchange is better suited for this... It's certainly not off topic here, you can ask as many as you wish, but I am not sure(sincerely) if there you might be heard by a higher number of experts in that area. Though I am not sure if the people there is more of programming nature than (like myself) , game artists.