Because of Raul's slow connection in Cuba, he asked me to forward his reply, (which he sent to me via email):
Are these features slated for 3d Coat V4 or are they intended as part of a point update to V3?
Currently I cannot answer that, that will depends on Andrew's release plans, the full functionality may require some deeps changes but on the other hand some parts may be released punctually to get feedback.
I hope so dynamic subdivision is suited for anisotropic detailed models (i.e models where details are clustered in different zones) but it won't replace traditional sculptings if you want evenly detailed models.
What sort of mesh res will we be looking at with these features? Will this toolset allow for >micro details and sharpness on par with Zbrush?
Well, I haven't tried a lot Zbrush to tell, I will check it soon, the workflow will be just as it is now
Is the surface sculpting going to be a lot like sculptris, and would it be worth while >familiarising ourselves with that tool in order to hit the ground running when these features >are implemented in 3d Coat?
To clarify the eventual goal: We'll have the ability to work with high frequency details on a >voxel object by switching it to surface mode. We will then be able to return to voxel mode >and these high frequency details will remain intact over our low frequency voxel model(similar in a way to a texture on a low poly object). Is this right?
That's the ultimate goal, currently, if you switch to voxel model the high frequency detail get lost, in orer to allow full interchangeability (the goal) then a LiveClay module for voxel model should be implemented, but the longest journey begins with a step, first the surface liveClay will be released, then will be the turn of Voxel LiveClay that will require some internal changes.