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But why go back and forth if you don't have too? If you sculpt in mudbox and create the base mesh from that, you can extract normal maps then send it over once for rigging/animation, you can even create morph targets/blend shapes on layers and send them. Just speeds up the process. It works great in 3D Coat. I'm trying to avoid ditching mudbox for coat right now.
If they add voxel sculpting or dynamesh like features, better topo tools would be a huge benefit and time saver. Being able to unwrap it properly would be awesome too, I know you can send it to max/maya and back, but why if you don't have to.
Maya's Quad Draw and 3D Cut and Sew tools inside of Mudbox could be really handy. Specially having the transfer details and extract maps options already built in!
I'd like to see the wrap3 toolset integrated, allowing pipelines to match wrap a base topology around a sculpt. Perhaps even maintaining the wrap during blendshape and shot sculpting.
For various pipeline reasons it can be useful to share topology between characters, this means 'wrapping' the 'shared' topology base cage around the sculpt. I understand the desire to not re-implement maya/3dsmax toolsets in Mudbox, but I do think there is room for 'wrapping' style re-topology tools.