Yeah, I know it's poor contrast, but due to the awkward gray in the background there, just about everything was either blinding or eyestraining.
Anyways, I'm not entirely sure how Sculptris works just yet, as I haven't messed with it enough. All I know is that a. It resembles real clay in all the ways you would think it would, and b. it's much easier to grasp than more "traditional" modeling suites.
The only problems with resembling real clay are that it does, in fact, induce a lot of polys, and it can be easy to screw stuff up if you move the mouse wrong. Not only that, but since the program is still not quite optimized, stretching or over-editing a specific spot can literally cause a tear in the surface (it's hard to describe until you've seen it happen. If you look closely, you might be able to see where it happened in the mouths of those two models).
Yeah, it's a ton of fun, due to the resemblance of real clay, and I would
love to be able to use this as a modeling suite for anything I might do in the future, but it definitely needs optimized. I've noticed that, as you can see in any of those screens, that you reach a high amount of polys really, really fast. Not only that, but if you decide you want to limit the polys, it'll limit it to the amount that you have when you decide to limit it, meaning that if you have a small amount, you're going to have some pretty awkward angles to deal with, and often more rips.
For example, the basic sphere you start with has 2048 triangles. That imp-like thing has 490,218 triangles. Yeah, it's that bad.
Anyways, I'm looking forward to seeing the program evolve and hoping they optimize it soon.
EDIT: Forgot to add that it does take some getting used to, due to the fact that, despite where you grab it and what angle you pull at it with, it doesn't always go exactly the way you want it to until you've manipulated the angle you're working at. The camera can also be a pain on larger models, when you're trying to get into small spaces.