I tend to make a very basic mesh in the traditional modeling software first. Start with a cube, and get it to where the base loops for the eyes, mouth, nose and ears are in place.
Next I go to Zbrush and work it till it looks ready for me.
Retopologize in Topogun
I try different methods though, it's not the same every time. Some times I'll start from a cube right in Zbrush, other times I'll model the head a little further in Max before sculpting...
If I need to mid sculpt, I'll change edit the topology.
I don't go to super high detail because my computer couldn't handle it. I have a new system now that's a little stronger so maybe I can add the pores and stuff like that.
What are the problems with triangles you're having?
Zbrush has problems when subdividing triangles, you get pinching which is a bit of a pain to get rid of.
Goro's textures need work IMO, is this about the final render? The SSS is looking too much like wax, his skin texture needs more detail. Have you tried photographic projections?
The wrinkles on his forehead are looking too blurry, and the noise bump mapping is too big.
@TerryMasters Thanks a lot man, your mock up helped me with getting the color right. And I know, its not 100 percent accurate, but I tried. Here is the update version, fixed Yin Yang and added sash:
EDIT: Is it sad that I have no clue how to do the laser background?
EDIT EDIT: Ah man, cannot wait to do a Kintaro just because of his animations alone. I loved his idle, stomp, and growl. He just looked so aggressive.
[video]http://www.jtresca.com/test/PalaceGates.swf[/video]
Palace Gate update, I warmed up the look of the stone and created the flames..
ALso still image without video compression
Cage looks a bit, strange. Something not right about him. Sonya looks great, but maybe a little too pretty?
I don't think that Goro's Lair must be background here, look at other characters.