the threshold for what is classed as "lo poly" is constantly rising. the newist games can have up to 10k for a humac charactor.
learn to model from scratch. make human models are very messy and have far more polygons than nesoserry, even for animated films. where you normally have a lo poly "subdivision cage" which is then subdivided at render time using Catmal Clark, or simaler subdiv.
the topology is bad, which makes it very dificult/ imposable to rig and tends to give a rigomortis (posed corpse) look
you should aim for around 2k triangles for fpsc models, dbp depends mostly on the hardwere, up to 5k should be fine
learn blender, you will never regret it.