hehehehehehh...
You could always do it the way I often am forced to, given the tools I have access to. (rather, the lack thereof...)
Take for instance, building a humanoid head using hand drawn splinar sections, like this...
Literally, purely eyeballed/imagined curves drawn freeform, at radial intersections, for the purposes of controlling the creation of NURBS surface features.
It's how I made this ugly guy.
To model in that program (Dassault Systemes CATIA-- its high end industrial CAD.) I have to build generalized sectional contours, and then drive surfaces through those. Think, building a body from CAT scan slices type approach, with some interpolation between slices. Building in Zbrush is FAR more intuitive/easier! LOL!
What I did for the naked lady was build a generalized head, minus detailed figures, with a head, torso, arms, legs, hands (with fingers) and feet (with toes). It was only a rough approximation, given the limitations of the software. I exported that as an STL, opened that with blender, saved a wavefront OBJ, and pulled that into Zbrush. Naked woman there is 100% my work.
Zbrush sucks hard at creation of the initial humanoid form, as you have no doubt experienced. Turning up the texel level high enough to bud out individual fingers and toes, and still have enough detail level left over to put actual lifelike features on them results in billions of polygons in places they arent needed, and pernicious verticies can ruin your day. That's why I elected to build the general humanoid body outside of Zbrush, and use Zbrush just for fine detail and tweaking.
This was the very ugly generalized humanoid trunk + arms + primitive head I used, in it's NURBS form:
It had hands, legs, and feet when it was ready to be made into an OBJ for zbrush.
and this was the primitive hand with individual digits in nurbs form:
(shiny plasticy texture is default color for nurbs data in catia.)
You can do it however you like, just dont be afraid to do certain things outside of zbrush.
If you practice enough you will get good, regardless. Just keep at it. I note that I am getting better at the splinar intersection build method I often have to resort to myself! I can do some pretty wild stuff now.