When I put base mesh in zbrush at that time I actually didn‘t know how the final version will look, so I start playing with shapes, don‘t be afraid to do crazy things like move ears
far from head, make big nose or so, you can find some interesting shape and then start adding details in your model. First idea when I start sketching was to make some vampirish head
but at the end I get to devil head :-)
When you’re sculpting, don’t try to subdivide it at 4th level right after you put it in zbrush, always try to get maximum details even in basic model, when you’ll be quite happy with
that, then just move to another level and add more fine details.
I am mostly using just standard brushes like inflate, standard, smooth, pinch and move. I actually didn‘t use any special alphas for this sculpture. Great feature is to use lazy
mouse (L) for wrinkles and smooth lines and transpose to move, scale and rotate your object if it’s needed.
Ok now I’ve finish my sculpture so I need to put it back to max and start the texturing, you can use erotology if its needed, but I was ok with second subdivision level and I knew
that I won’t use it in some animations so I delete the first one and export the second one to max. Then I’ve done some unwrap, great tool for unwrap characters and organic things is
unfold3d, UVLayout or other similar programs focused just on unwrapping, it’s much easier and faster than to do it in max.
When I get my head unwrapped, I’ve import it back to zbrush as a first level of the model
Tip: Do not change anything on the model when you’re doing unwraping, if you do any change even one edge you won’t be able to import it back to zbrush at a first
level of your sculpture.Then I generate displace, normal and cavity map