ajerara: I'll probably skin it, not sure yet...
Sparky: Well, the thing with zbrush is that you work in any subdivision level you want, I could go back to the original box model, with around 1-200 polygons, and add edge loops, then go back to the high poly model, that would now be more dense due to the new edgeloop. then I could resize his jaw in a medium subdivision level etz etz etz.......
And it's a work in progress
I havn't had time to detail all areas yet, Hopefully I havn't even begun to add small details, depends on how well my system handles this model.
And it's symetrical, becuase if I it make asymetrical, the symetrical editing will break. When I have one side completely done, I'll make it asymetrical
Also, the model is box modelled in zbrush, so I can very easily resize or scale areas.
http://i5.photobucket.com/albums/y179/r ... ushbox.jpg
low detail change to high detail
http://i5.photobucket.com/albums/y179/r ... shbox2.jpg
That works both ways, take a look at the nose on the box model, from the start, it was a normal healthy human nose, then I sculpted the nose when I had a lot more detail in the mesh, and the low level nose is now more or less inversed.
Oh, that purple/blue edge loop was created after I made the cheek detail.
Try to ignore the crappy edge flow, it's hard to boxmodel in zbrush