Quote: in modo the advantage is that the sculpting data is decoupled from the geometry.
But that is not the case. IMAGE based sculpting is decoupled from the geometry, but MESH based sculpting is NOT decoupled from the geometry at all. When I do mesh based sculpting I am affecting the actual geometry, do not need an image map or even a UV map, only the geometry. The model can be exported as is.
When I do image based sculpting you need both an image to paint on and a UV map. The sculpting does not affect the actual geometry (i.e. remove the image map and the model "reverts" to what it was before) but affects micro-polys instead.
Quote: image based sculpting affects the tesselated subdivision surface geometry (and micro polygons when using the renderer).
Actually, image based model affects what are called OpenGL Polygons in the real-time view port. This is why modo gives you an OpenGL poly count in the lower right of the view.
Quote: What about the exporters plug ? Someone is using it to make some games ?
There are a few scripts out there that may allow you to export to other formats, but modo already exports to OBJ and FBX.
Many people are using it for games and many professional game studios use modo as well.
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