The first thing you need to learn how to do is control the thickness of your mesh extractions. If the armor is too thin, then you don’t know mesh extraction as well as you may think. It’s ok, it’s your first project. Just the fact that you know that there are mesh extractions is a great start.
There’s a slider right next to the “extract” button that controls the thickness and another that controls the smoothness. How sharp or blurred your mask is will also affect the extraction, as well as the subdivision level you’re on when you extract. You can get A LOT of different results. Thoroughly read through the docs in the links. You have some awesome info to learn here, this is a great opportunity. Creating subtools is the coolest function in ZBrush, study up! It’s easy, just experiment a little.
Topology is more complex. Topology is where you append a zsphere to the subtool pallete, then go in and create a new mesh around your current sculpture, point by point. You lay out your own mesh. It has two functions:
1)-Retopologizing a mesh to clean it up for even distribution of polygon faces. This is for when your sculpting stretches certain areas of the mesh, which happens a lot. It’s also for preparation before exporting to another 3d app.
2)-Creating new subtools that fit around the model without molding to it exactly like extractions do.
They’re two very different functions. Retopo is a totally different topic that you should learn after mastering these other functions.
The purpose of creating new subtools with topology is to make things fit to a model without molding to them exactly. For example a trench coat, skirt, or a hat. Something that will have it’s own shape, but still fit around the model. You can’t do some of these things with extractions.
Mesh extraction molds the model for things like shirts, helmets, straps, etc. My vote is learn extraction then tackle topology.
Good luck! Study the docs and forums. Please feel free to post any more questions as well.