btw. it's polymodelled in Maya 6.0 using extrude, split poly, apend to poly, create poly, merge vertices, move verts and sculpt poly (mostly 'smooth poly'), etc. Standard poly techniques. The torso is pretty much meant to match human anatomy so you can critique it on that basis if you like.
Design is my own. Texturing is rough.
I took the head into ZBrush, detailed it and am using a displacement map on subds. to render with Mental Ray.
All geometry is in quads with my render solutioni in mind
Check out the subsurfacescattering on my tongue...