I would guess that the basic figure is made with zspheres, then the optimization feature is used to lower the polycount by a huge amount, then they simply fine tuned it at the end.
All I can say… is… no. 
Thanks Davey. This information is really very informative, and gives a good indication as to what we can look forward to.
DeeVee,
Joe.
Where is v1.5 demo???

They just have the 1.23b demo right now. I have no idea if they will be releasing a 1.5 demo.
There will be a demo of 1.5, but it will not be released until after the retail version of 1.5 has been released.
And that, Aurick, will be…
Pause
Soon?

Cool
But what will the destiny of the brave old 1.23b demo version ? Persistent or sacrificed ?
Pilou
I saw them demo 1.5 at MacWorld Expo and watched the Zsphere in action. I asked Dave about the mesh density and he showed me how it works. All I can say is you can set the density to whatever you want. You kind of use a slider and the mesh density will update right there so you can see how how it will look. I can tell you that you can bring the desity to pertty much whatever you wnat it to be. It was pretty cool.
That last detail is really important, thanks Dfaris. 
For what I saw since the first pictures of
1.5 models, they look like they were modeled
in polygonal modelers like Wings 3d,Lightwave etc…
I suppose that ZSpheres have the versatility of metaballs but can give
low poly meshes exprtable to other programs
to animate and increase poly count just
at rendering stage without giving strange
artifacts like those old blobby tools.
I hope it works like this!
I am proud to be a ZBrusher! 
Hi, I’ve got a question on v1.5 (sorry if this info has been given elsewhere, I’ve just had a quick look around the forum). I’ve been looking for a way of generating greyscale displacement maps which turn lo-res poly subdiv cages (which efficiently rig for animation) into detailed meshes once they displace at render time.
Previously I’d been painting maps in photoshop, & was thinking of using something like Crytek’s ‘Polybump’ software, but Zbrush looks like the perfect way of making the displacement effects & getting a realtime result.
So, could v1.5 import a UV-mapped lo-res poly mesh, then I could paint some 3d detail on the surface, & then finally export a greyscale bitmap which could be used in another 3d app to render subpixel displacements that turn the lo-res cage into the zbrushed detailed model?
yes. Post a small K model and we will show you. Or mail me. Upham will no doubt respond as I think this is in his field.
Glen
great, thanks. here’s a simple mesh i’ve been experimenting with (subdivided & collapsed from the lo-res state i normally work with just to make it smooth to paint on, & sorry if the .obj conversion is dodgy- i’m using 3ds max):
http://207.164.141.121:82/images/jeans01.rar
& this is the sort of displacement map i would use:
