I didn't receive a replay to my e-mail so I'm posting here.
I’m a Maya / Zbrush user and I’d like to help, but in a certain area if permitted. I have noticed the base-topology is not optimized for animation or sculpting as it could be. The same applies to the UV layout and mouth/ teeth interior. I would like to help develop a more quadratic or optimized edge-loop model. After inspecting the maketarget2.2 base (Zmesh) I see that topology is much improved. I think a Zbrush poly groups UV layout option should be included to allow the center of the face to be selected and hidden to so the inside of the mouth can be sculpted/modified easily.
I know you need help with the data base but I’m relatively a newbie in sculpting faces/ bodies, but from technical stand point I could assist in topology. I used MH only for a few characters in my work but did much editing on the topology to remove triangles so I wouldn't have to worry about ‘stars’. Desirable topology is Key in my opinion.
My stuff: http://cyberspawn2100.deviantart.com/gallery/
Other images from an unfinished contest:
http://www.3dbuzz.com/vbforum/attachment.php?attachmentid=68654&d=1231436888
http://www.3dbuzz.com/vbforum/attachment.php?attachmentid=68655&d=1231436906
http://www.3dbuzz.com/vbforum/attachment.php?attachmentid=68289&d=1230576559