http://www.disneyanimation.com/library/ptex/
Seems like this would work really well with ZBrush allowing for more detailed texture painting that’s independent of canvas resolution. No need for UVs either. It’s similar to the polypainting method that ZBrush currently has but Ptex has the ability to increase or decrease texture resolution independently of the mesh and store the result in an exchangeable open source format that is virtually resolution independent. ZBrush could perhaps output a Ptex map for use in compatible renderers like Renderman. Additionally, the texels could be used as a virtually resolution independent source to bake pixel based textures for any tool that has non-overlapping UVs. I guess the trick would be sculpting and storing RGB values as ptex data simultaneously.
When I first read about Ptex, I immediately thought about using it in ZB. It just seems like a perfect marriage. An open source library will be available soon. What do you guys think?