Greevar is dead-on. At this point you need to focus more on form and topology before worrying about Zbrush and rigging. These pages on the polycount wiki need to be in your bookmarks: http://wiki.polycount.com/BaseMesh?highlight=%28\bCategoryCharacterModeling\b%29…
I think you meant "damaged" instead of nudged. Thirding is a method that might help here, depending on the interior pattern. http://wiki.polycount.com/CategoryEnvironmentTexturing?highlight=%28thirding%29 For a few more shader instructions, a modulation shader can give you a lot of variation.…