i know how sculpting works in modo.
mesh based sculpting works on the geometry you can also access for modeling. the vector displacement image used with image based sculpting affects the tesselated subdivision surface geometry (and micro polygons when using the renderer).
in blender you only have mesh based sculpting but with a multi-resolution mesh which is much faster than the same amount of editable polygons would be in modo. you can switch to different mesh resolutions which initially get calculated similarly to subdivision surfaces.
modo's and blender's methods are quite similar in regards of the actual geometry resolution you can reach in the viewport.
but there are some disadvantages and advantages of each method. for example you will never have problems with seams in blender. in modo the advantage is that the sculpting data is decoupled from the geometry.
...
another thing is that in my opinion the blender retopology modeling tools are nicer than what you can do in modo.