You could try an annotation software like annotatepro for example. I admit it would be nice if pixologic included one directly in the next version of zbrush though. That would be quite useful!
hu? it creates support loops out of edgeweight, pretty much what you asked for. can you show an example of what you have and what you would like to see?
As stated above, pay more attention to anatomy. The legs need to be longer, for example. Think of how the hood hangs down on top of the head and face and try to make good shapes out of that.
Still not showing. You need to upload these to an online host. For example, http://imgur.com. Also it helps to press "Go Advanced" and use the "Preview Post" button to see if your images are working.
"If that's the case she's in for a rude surprise and probably going to shuffle around from guy to guy setting a horrible example for your daughter... awesome..." thats the part that really turns my stomach.
You should try looking at how Neverwinter Nights does it. It's a great example of tactical turn-based gameplay done right (even though so people feel THAT's sluggish as well).
Final sculpt looks great, but I think you have to much contrast going on in your textures from a macro perspective. for example the skin is really dar and the armor really white.
Really like this new direction olivierth :) I second the notation that the anime armor is silly. However I have seen some interesting designs before in anime, that one is not an example though.
its not as simple as the normal maps being right or wrong, just look at this thread for example http://www.polycount.com/forum/showthread.php?t=68173 There's no standard how to bake/display normal maps.
looks cool, i would maybe think of the functionality of it all a bit and made small changes, for example, the tube leading to the shoulder pad might look better gong into the backpack thing .