hey Cryrid 
no, im not suggesting you spend 30 k a year hiring a Junior Artist, while i do suggest some young digital artists could get their entry ticket in a major production that way just like roto artists are usually artist that will evolve into comp artists (im sure that if you were a Junior Artist you will be happy about this?) … and i do understand the need of better retopology …im just saying that Pixo took by surprise the entire industry when creating a modeling paradigm that needed some time to get used to because no one saw that coming… i also think there are some shapes and forms that are still today difficult to achieve even if Zbrush has made them easier in many ways.
it makes sense to me that Pixo explores those ways and make it much more protected from competition than spending ressources in something that u can do yourself if you cannot hire a 30 k year Junior artist for 100 usdollars right now buying Topogun and doing it yourself…
again, dont get me wrong, if Pixo comes with a better retopo tool this is more than welcome i am just saying that this is not the core of the problem nor the core of the revolution…this is a half empty half full glass question…when a lot of people between V3 and v4 were asking for better retopo Pixo delivered again new modeling paradigms like Zketching, shadowbox , clip and trim brushes…not perfect i know but quite honestly no one else in the industry delivered something similar and retrospectively i am quite happy that they focused on that rather than retopology tools…
again and again retopology is
A) not such a big deal as lots of industries do not need this (rapid prototyping, illustration visualizaition etc)
B) not such a big deal either if you are a concept artist or even a production artists as lots of softs like Maya or Max have modeling tools and plugins that make retopologizing quite easy today too(Nex or Graphite for example)…(remember that time saved in preproduction and design equals more time for production modeling anyways so at the end of the day production wins)
C)when it comes to humanoids or bipeds or anything like that quite frankly i hope you are not even retopologizing at all as you might know that you can simple reuse the same mesh over and over again this being even faster than any retopotool ever made …we use this in the industry quite a lot and i dont think i have ever remeshed a hand since quite a long time now or a face for that matter.strangely enough the same does not apply to arbitrary shapes like a car…as those shapes are arbitrary and need to be rebuilt every single time…
D) technologies evolve…the human artistic input of designing form wil probably never die on the other hand the topology as we know it might dissapear one day and investing on that is the most precarious thing…just like 10 years ago hundreds of hours spent on building Nurbs patches will today be considered no less than ridiculous maybe very soon retopologizing will either become automatic or irrelevant all together …just like maybe (not sure yet) UVS days are numbered since Ptex appeared…
A film Pipeline is usually a highly specialized pipeline with specialized artists…when it comes to modeling and shape we should point at our real “ancestors” in this industry and those are the physical model makers like in Weta workshop or the ILM workshop…those who made us dream with their sculptures and spaceship models did have many construction constraints but also some advantages…believe me that no traditional sculptor will ever understand why on earth you will have to model everything out of quads…a perfect all quad grid is the computer equivalent of a chicken wire…ask then a traditional creature sculptor to get rid of his additive and sustractive clay workflow and force him to create using pliers and folding a chicken wire and see what he can come with…also a real life sculptor does not have to guess, cheat or simulate light to judge the detailing or shape of his creation so any step in the direction of instant shape feedback is also welcome
total freedom of sculpting any shape is the main goal of a modeling package IMHO… concave, convex adding or substracting …until this is not entirely solved there will be room for improvement.
Pixologic s trademark is not the brushes the UI or teh ammount of tools…the single most important approach has always been to desobey production and try things in a different way, thinking out of the box and that is the most invaluable thing even if sometimes is not perfect and a bit of a hit and miss.
I support them in their company philosophy and design and teh same goes for products like 3dcoat that despite their very humble beginnings are the ones who has more vision than the big developpers today…they are more dynamic and responsive .
lets try to think outside of the chicken wireframe please…
if you have worked in the industry for long enough you would have notice how uneven the developpment of industry tools are…this is totally due to human decisions of what should or what shouldnt be the standrad or the workflow…this discussion reflects the same problem…
there are many examples of this…for example Renderman was very optimized for Nurbs forcing many artists and pipelines to stick with them and this leading to huge ammounts of work that did not improve the final output until Pixar decided to emphasize Subdiv surfaces…and they became the norm when in fact other soft had subdivs already but were ignored because not labelled “industry standard”…there are tons of examples like that of arbitrary development in your favorite tools that explain that Maya for instance still dont have symmetry working for everytool when i was able to do this in LW 10 years ago…was the technology not there or more likely someone decide to invest time in some other feature?
its a healthy debate…you push for better retopo, i push for more modeling tools first…ideally we will have both yay!