Hey! Thanks for nice words! If you are into character modelling, you should definitely give ZBrush a try. It is amazingly powerful modelling software. Its main virtue is in ability to manage up to 5 mln polys in the viewport without lagging, allowing you to go for amazing detalis there. Interface is a bit confusing, but none of the applications will seem to you too difficult after Blender I got a hang of it on the first day, but after watching like ten tutorials.
I will do retopo of the skull after I have all the details sculpted in And I am not using any sort of dynamic topology. I think, this concept is absent in ZBrush (I might be unaware of it, though). You just usually start with a very dense mech and then you can subdivide it even further, but saving an ability to go back to lower resolution mesh (analagous to multiresolution modifier in Blender). There are a lot of inreresting fuctions in ZBrush, like Dynamesh. It is an algorythm that checks your model for stretched or jammed together polys and evens them out, so you end up with more or less equal polys all over your sculpt.
Overall, it is a bit messy of a programm. Some menus are small and clear, some have gazillion of sliders. Its just takes time to learn all of its hidden abilities. Again, not too different from Blender in this sense :))))