Step 1: Use Dynamesh mode for general shapes and appearance. You can rotate and drag the object.
Step 2: Switch to ZRemesher to get a higher resolution and distribute the polygons evenly.
Step 3: Model the finer details of the object and add a texture to the model.
Many newcomers seem to think that the differences between Dynamesh, ZRemesher, and Sculpting with Division are minimal at best. However, this assumption is too simple to be true. There are several more significant differences and one should keep in mind that these differences nit only save time and effort, but can also lead to higher quality designs. Regardless of artistic talents, a better knowledge of the tools also makes the artist much better at his craft. Basically, ZBrush is a sculpting tool in the digital world, but no matter how skillful a sculpture may be, the results may be mediocre if the tools are not use properly.
Basically, modeling complex digital objects in ZBrush starts with the Dynamesh option. Most of the first steps involve Dynamesh manipulations. The basic shape ID derived with as many Dynamesh manipulations as the secondary and tertiary details can be derived with the other options.