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D!RT
D!RT

Dude, use a Human template in a sculpting application then create a low poly using something like topogun where you actually trace the highpoly within the application to create the low poly. from there you should be able to unwrap the low poly model and bake the highpoly for specular , normals and ambient occlusion. to create the diffuse color the areas with appropriated details and use the ambient occlusion for shading and natural lighting around convex areas. Just my two cents.

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this is what i made after 2 months in class learning zbrush

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