Hi tony. Some basic info about Modo sculpting:
- You can sculpt the geometry, or you can sculpt based on images.
- Image-based sculpting is multi-vector, meaning you can branch out new forms from existing scutlp data.
- The image-based sculpting is managed directly within the shader stack. So you can blend/adjust a sculpt layer with full functionality of a normal texture layer.
- "mesh" density is dependent on map size. in other words, if you use a 4096 x 4096 sculpt layer, then you are sculpting at equivalent poly counts of 16,000,000. The advantage is you can use Modo's mutliple UV map support to drive local sculpt density only where it's needed. Imagine you have sculpted a human using a one image for the entire form. then you can create a new UV map just for the face and focus the full 16,000,000 poly count on just that one UV map.
- 301 has a directional brush similar to ZB's roller brush.
- Masking could be setup in the render stack, same as any other texture mask.
- You can use the full set of Modo's paint tools on image-sculpt maps. So the clone stamp tool can be used.
Not familiar with MudBox's stencil. Also not sure about the "flashing" you mentioned. I didn't watch the videos all the way through. But i don't recall anything which looked distracting. Overall i think the system looks pretty damn good!
shorty