If you have any questions beyond that, feel free to ask me. I'll tell you anything I know.
I usually sculpt faces, but recently I tried sculpting a whole body, to strengthen my knowledge of human anatomy. Muscles, the skull. I'm not sure if it's made my paintings any better quite yet, though.
Well, I had no idea what it meant. It sounds kind of awesome, though.
Being a representative. Makes you seem like an important figure, a-ha. Which is not to say that you aren't upon closer inspection.
I'm sorry if I seemed uninterested in your college affairs. If it's something you like to talk about, then I'm interested to hear about it, really.
For sculpting? Well.. There're a variety of options.
When I started, I was using Blender. Which is a really nice program, as you can do more than sculpting with it. You can draw in a 3D workspace, vertex by vertex. There're a lot of tricks to speed up the workflow so it isn't so monotonous. You can apply textures to models, and you can rig them up for animation. Blender is pretty amazing. There's probably not much you can't do in Blender. As general-purpose as it is, its sculpting capabilities are maybe a bit lacking.
And then there's Sculptris, by Pixologic. It uses dynamic tessellation. Meaning, it just adds triangles to the areas you click on to sculpt. Blender has this capability too. I believe you can paint on textures to your sculptures as well, but I haven't really tried. This is the easiest application to use, and it does sculpting better than Blender, in my personal opinion. And plus, you have easy access to matcaps, which can be a bit of a chore to find in Blender. You can also create them easily, something I have no idea how to do in Blender.
I've just started using ZBrush, also by Pixologic. The interface is a bit intimidating. As if you're supposed to just know where everything is, and what it does. I think ZBrush is like the industry standard for sculpting. Kind of like Photoshop is the industry standard for digital painting.
Generally, digital sculpting is taking a modeled low-resolution(low number of polygons, quads or triangles, hopefully never both on the same model), and then adding a subdivision level to the model(multiplying the number of polygons) to sculpt finer details. And so on, until you can't even see the polygons in wireframe mode, anymore.
Since time is a valuable aspect in your life, I would recommend Sculptris. And once you get the hang of that, maybe try out ZBrush, if you can.
If you're interested in the whole package of 3D art, such as meshes with good topology that can be rigged for animation, as well as sculpting, then I would recommend Blender. Although the interface isn't really any more intuitive than ZBrush, and would probably take a while to get used to. It did for me, anyways. Maybe you can manage better? That would be up to you.
A-ha. Well, now you know err-thang that you need to know, about what to choose.
There are other programs that can be used for sculpting, as well. I don't know about 3DS Max or Maya, but I'm pretty sure you can sculpt in Mudbox. But I haven't ever touched any of those before, so you'd be all by yourself in trying them out.
I don't have any idea what an ambassador does, or what a sorority is, but, well.. Congratulations, I think? Mm... emotion_sweatdrop
A month off sounds nice. I have too much free time, and it kind of leaves me nowhere sometimes. It can be just as stressful as being on a time-crunch, I find.
WOW, that's a lot of text. I'm really sorry you had to read all of that. I'm sure I could have kept that a bit more.. Concise if I wanted to.