Thanks Forlocks, glad you like it! 
As this thread has also become sort of like a diary of my experiences while making Cutter I thought I’d post some horror stories as well. (Scared silly indeed…)
It strikes me that some bad choices made at the beginning of modeling come back to haunt you in later stages. For instance: I wish right now that I’d had paid more attention to the inside of the mouth when I started on the head. A tip for travellers on the same journey: if you want to make a fully posed character, expression and all: make sure you can open the mouth if you need to!! The inside of the mouth on my model is a mess: polygons crossing each other, giving strange artefacts if not handled carefully. Also I can’t open the mouth, the lips are totally destroyed if I do, drastically limiting my expression options.
Here’s another lesson learned the hard way: things that need to be in one piece should be modeled in one piece!!
How many times now have I moaned and complained about the technical difficulties of attaching the loose head and body into one total geometry? Today I finally thought I’d got it right. A nearly perfect mesh with a nech area I could sculpt. As I used topology to link the two loose objects my mesh was an adaptive skin. I was looking at posable symmetry to see if it still worked on my object, but couldn’t find the button anywhere. I finally discovered that was because my object wasn’t a polymesh. I slapped my head. I’d better press Make Polymesh3D because I was going to continue sculpting with this model.
-click-

:eek: …
These technical problems we encounter are a real drain on the artistic moral. 
I can only applaude Pixologic’s wish to develop a software that reduces all technical problems to let the artist get to the creative part. We are not there yet; there are still novices like me struggling with these technical hurdles. On a filosofical note: when you think of it every art has technical difficulties to overcome. An actor has to overcome emotional blocks, a singer has to learn proper breathing, a painter has to learn how his paint reacts to mixing, find the right brush… A sculptor has to think about armatures so that his sculpt doesn’t break or collapse.
While we humans still need a tool or apparatus to expres our inner visions and feelings there will always be technical problems to overcome. Maybe the true master artist is one that has removed all technical barriers so we can look directly at his vision.
In that case the technical computer problems we encounter are also part of the creative process, and just as important as learning anatomy, form and color.
So, this time it’s not the anatomy books, but the manual, wiki and troubleshooting forum I have to turn to. I will have grown as a digital amateur artist when I can show you an image with the skin pointing the right way! 