The cgMuscles are flexible enough to use as a good starting point for modelling. Flexible in terms of having fast, uncomplicated sub object editing, and more importantly, conversion to all other geometry, (patch, NURBS, editible poly, editible mesh).
You can get a really quick start on subdivision modelling, instead of starting with a box, drag out a cgMuscle, tweak it a bit, convert to editable poly and then work how you would normally.
I`ll explain what I mean below.
ok,..We've decided we want to build a head shape....
drag out a cgMuscle with a few cross sections and fibres to work with.
Fig. 1 is a view from what will be the side of the head, the neck hole towards the bottom of the screen.
At Sub-object level you're able to insert cross sections between any two or more sections, so if you need to add more detail you can, the same applies to fibres also.
Once you have some more detail in the muscle you can go about modelling by scaling, rotating and moving cross sections and verticies. Fig. 2
(side note).. the top of the head can be closed off by grabbing all the verticies in vertex level and scaling them till they're all in the same spot.
Fig 3. shows a screen grab of an inserted cross section.
(side note)..extruding the ends isn't an option, but you can insert a cross section near an end and keep on modelling away....
it really doesn't take long to get the basic shape sussed out, then you can convert it to poly, patch, NURBS,... and keep modelling. Fig. 4
I start a lot of my modelling this way, you can get the rough proportions sorted out relatively quickly.
Fig 5. This is from the muscle above with a cgsmooth modifier,... It gives fairly nice uniform geometry.(all quads)