Z3 is just awesome. I followed the skull tutorial with the only reference being the X-plane pic included with the tutorial, and came up with this:
(I wish I had had one of Rick Baker's skulls as a 'live' reference. The guy has shelves of them. I also wouldn't mind having Rick Baker's skills... ha, ha.)
Rendered in ZB with Best:
Lights:Shadows set to:
Uni: about 50
Dist: about 128
Rays: about 90
Aperture: about 50
See the wiki page: http://www.zbrush.info/wiki/index.php/Learn_to_Sculpt
I started with a polysphere and considered retopping it and breaking it out to several subtools to make the jaw and teeth really look like separate pieces, but with the ability to go to millions of polys on multiple subtools simultaneously, the only reason to do so would be if I wanted a versatile tool on which I could hide teeth or the jawbone.
I did the main sculpting, including teeth at 90K polys, before I realized the X-Plane reference was at 2 million polys. So I upped the skull to 1.5 million, ZProjected the RGB from the X-Plane ref tool onto the skull (poly-painted), Masked from intensity, and quickly pushed/pulled some fine detail into the mesh. Also spray-brushed pits all over. Even though I was really working fast and rough at this point, it really started looking very nice. There is no way my current PC could have handled these poly-counts so painlessly in Z2.
Put my shinyOldSkull MatCap on it and did a best render.
Below is a flat diffuse with texture on the left, and a no-texture Mat-only on the right. The render above is the Mat with texture turned on.
You can see the texture is really very rough, and grayscale only!
Realtime Preview Render using Mat, poly-paint texture, and a slight Render Adjustment to increase brightness/contrast:
UPDATE: MatCap zip now includes the light file as well: