Thanks, guys. I think the reason it went so quick was that it was basically all just anatomy. No armor, no weapons, no need to switch between programs constantly, and I was able to get the normal map done with ZMapper.
sriram, thanks. Yeah, I see what you mean about the Rhikno.
And the Quake Remix site is looking better than ever, with the updates and stuff. Funny thing, Kiltron showed me that someone else is making a Quake mod with the Doom 3 engine as well. I’m not sure if their’s is a one level mod, or a TC, but it looked pretty sweet.
ilusiondigital, thanks for the comments, and I’m glad you like him. I’ve still got some more monsters coming, and I will be updating this thread with all the models I do for the project. Keep an eye out, and maybe you’ll see another monster you like. 
Abe, yeah, I think I might have been possessed yesterday. That was some pretty quick work for me, and I learned a lot from it. I was able to get a decent amount of detail in there without using PM. The funny thing was, that personal stuff I’ve been trying to take care of was on my mind all day, so I wasn’t able to focus on the work. 
About your ZB problem, I don’t have a tablet, so I’m not sure about this, but when I get to higher resolutions, I get that type of result when I’m using a negative focal shift. In fact it happens EVERY time I use a negative focal shift on higher res models, and has been that way for me since I started using ZB. Something you might try, is check the stroke level, and if it’s low, raise it a bit. That helps when there’s bumpiness in your brush stroke. If it still happens, raise you focal shift, and and experiment with that. Other than that, I don’t know what to do. Sorry, man.
Today I will be starting the Efnorcer, and I highly doubt that guy’s gonna take too long. He won’t be as fast as the demon, but I doubt he’ll take long as his head is in a reflective helmet, so no facial details needed, and the armor design is meant to intimidate, rather than look all neato. Anyway, I’ll post when I get tit to a decent area.