


However, I think we should not try to merge it with Blender. The guy who's making it wants to actually take Blender's decimate modifier and somehow incorporate it into the program, because right now, his "reduce poly" tool doesn't work well, and the only way to keep poly count from getting too high to work with is by importing into Blender, decimating, and exporting again. obj files to it for proper testing, it's definitely worth a look." Makes me want to have a automatic remesh button in the sculpt modifier in Blender. Imagine starting with a ball, make a leg for it, make a feet, make the toes, then make one toe longer, then make a ball from it, make the ball have legs and arms. Its main feature is dynamic mesh tesselation that will provide additional detail where necessary, without the user needing to worry about it." Basically it means that there is no subdivisions to worry about and you can go for as wicked shape as you please without ever needing to worry about the vertices.

From the page: "This is a work-in-progress sculpting tool that I've been developing since early December 2009. "I think this program isn't quite as usable as Blender's sculpt tools or quite as fast as Zbrush but it certainly has something that I haven't seen anywhere else. Its not Blender related and I'm not sure what to make of this program but since there seems to be some interest in it, I decided to pass it on to you to check it out. There were several article suggestions for this sculpting program in the BlenderNation mailbox.
