@Intuos5 :
I returned to use Blender again, interested mainly in the digital sculpture, since the 2.80 version.
In my opinion, the strong impulse that pablo Dobarro is doing to the sculpt mode in Blender is impressive, and only in question of 2 or 3 months. The new sculpt tools feels fine. The cloth tool brush in very nice. Take a time to be used with it, and its several parammeters, but is a time saver for sculpt cloth wrinkles, and so.
Now, for the 2.83 the last feature added are the Face Sets Groups. Similar to the Polygroups on Zbrush.
The Dyntop feels almost like the Dynatess. I tried it, but already I prefer by far the Mudbox Dynatess.
But is a matter of time to be used.
The new voxel remesher is very usefull for the blocking process. Is like the dynamesh. But I already miss some kind of autoretopology, to better convert the meshes to quads and able to be used for subdivision, like Mudbox does,( Or better said, Like Mudbox DID, because the autorretopo in the 2019/2019.1 and 2020 is still ruined by Autodesk's lack of quality assurance in the development).
When I am already near to the fine details I still feel that need to go with all the meshes to Mudbox.
This is because I am not very sure at which hi polycount everything is going to explode in Blender for sculpture.
But I continue practicing and very attentive to the develeopment of Blender for sculpture.
I follow at Pablo Dobarro on Tweeter and I am totaly impressed for the fast pace,(and the transparency) in the development of new features for the sculpt mode in Blender.
Pablo published in the developers forum that is necessary to improve the sculpt performance for even more hi polycount. That is already being enhanced in another branch.
The same for the Multiresollution Modifier. I hope them make something with it, becoming it built in the same sculpt mode. I'm not very happy with it rigth now, but is something I'm sure is going to work very soon.
-The mesh filters are cool. I liked them and I hope more of them and more powerfull soon.
-The pose tool now have the ability to add IK chain segments. Althoug I prefer the skeletal system of mudbox by now. I sugested to do something similar, but obviously, inside the sculpt mode.
-The huge mask extraction options, are very usefull and handly too, including extraction of mask selections making them solid in a single operation.
-Other option I sugested long time ago to Autodesk is the vertex painting option for situations where you have not UVs yet, and is present in Blender.
-The radial Simetry option. Works wonderfull. And you can get more than a simmetry axis On at same time.
That is not possible in Mudbox. I suggested that 2 years ago here to Autodesk. But there is no intentions, and looks like neither the enought neurons too.
-The booleans works fine with quads,tris, and you can simply use the voxel remesher to clean up the results.
Today, booleans are a must in any sculpting software. But actualy, since 12 years ago, Mudbox still don't them.
In resume for me, a digital sculptor, Blender is having an very nice arsenal of new tools every month, but needs:
-Better hi polycount performance,(question of time).
-Better subdivision levels Handle,(Working on a new Multiresollution)
-An Autoretopo tool,(not via add-ons), to avoid be obliged to use Voxel remesher leading to very hi voxel densities.
-Dyntopo works fine. But should be simplified, to work like Dynatess.
In resume. is a question of time for me to make the total change to Blender.
I continue attentive, and making progress, learning the tools and procedures:
And a chapter appart is the wonderfull PBR viewer EEVEE...


Sorry Autodesk. But the people asked to me, and I respond, and you, and your softs are notably more obsolete every day, sadly.
Regards:
Sergio Mengual
3D Artist-3D Generalist-3D Character Artist
https://www.artstation.com/artist/sergiomengual
https://www.facebook.com/Sergio3D2D/
https://www.youtube.com/user/sergiomengual