what's up guys

i thought i would share a monster head sculpt i am doing for my organic surfaces modeling class. this is the first time i tackle a monster head (maybe next time i'll try a realistic human head), and really its my first realisitic-ish head model. It was a pain working the edge loops and what not, but i'm satisfied with it. I box modeled it in maya and I plan on taking it to zbrush, then hopefully bring it back to maya; i say hopefully because i've never used zbrush before so we'll see how that works out. as you can see, i deviated a bit from the original concept but i like it though.
I did a simple concept sketch,

then I made an attempt to model it using super sculpy (which im not very good at as you can tell haha)

i ended up using the sculpy model for reference. the base for the head is all quads right now, so next i'm going to unwrap it and then export into zbrush.


i'll post an update when i can.
and, really, any feedback would be great (especially if you've got some tips/headers for a newbie in going from maya to zbrush and back). i'm not sure if i should bring out a normal map or displacement map -- can anyone give me some info on advantages/uses? Ultimately what I want is to have a high poly head sculpt for my portfolio (i'm going to be modeling an astronaut-like helmet for it in the future to give it better appeal), so I'm not looking to do any animation with it at this moment.
btw, i was recommended this really cool unwrapping tool called RoadKill (
http://www.pullin-shapes.co.uk/), its for maya and 3ds max (and maybe some others too). If you don't know of it yet, i recommend you check it out. i tend to unwrap things manually myself, but i tried their auto unwrap from within maya and it really surprised me as to how good it works.
sorry for the long rant haha just had so much to say