As for my goals with zBrush, I admire texture and painstaking detail. _A few super-talented artists I follow accomplish amazing things with the program. If you find their models at all interesting, I highly recommend viewing their additional work. A few examples barely do them justice.
For example, Bluoxyde comes from a background of customizing ball-jointed dolls. They have a strong sculpting and painting background which translates into zBrush very well. Recently, they built a doll based on their zBrush sculpt. The limbs are fully-functional.
Rodrigue Pralier is seriously larger than life. The level of detail that goes into his professional work is incredible. Even his fan art is wonderful. He's worked on models for Mass Effect, Army of Two, and, more recently, Dragon Age: Inquisition.
Witchingbones, a Finnish artist, works at EA. What I personally admire about her art is her style. In contrast to Rodrigue's realistic renders, hers is more stylized and less-packed with intricate bits. I really enjoy her character designs.