I sculpted a complex model just to try the new color brushes... well, ok I'm stretching it a bit, it's not really that complex, nonetheless I extracted various parts to have more than one mesh to deal with.
I have to say that they work fairly good, color and smooth are quite powerful when used with alphas and playing with size and spacing.

I didn't like the fact that to get a smaller alpha you need to reduce the size of the brush: if you need it for small areas it could work but in my case to cover the whole body it took forever. It would be good to have a slider for a clone factor or something like that so that you can duplicate the alpha inside of the brush circle to cover wider areas mantaining the needed alpha size. The possibility of using shaders other than the default one for coloring could be a big help painting the surfaces (a flat shader could be a good start

).
I was wondering... will you add the bump map in the future?
Another thing is the lack of layers (we already talked about that for sculpting purposes): obviously if you have to color a single mesh it's not needed, but if you have more complex models it can be quite difficult to color one object without touching the near ones. In my case areas like the inside of the mouth have been a nightmare to deal with.

The bad habit of freezing the brush pointer when using my tablet is something that forced me to close and reopen meshmixer countless times. In the end, just for the sake of completing the model in this lifetime, I switched to sculptris to complete the sculpting and I used it in conjunction with meshmixer to extract and extrude the various parts (hair and undershirt) and to correct some problems with the topology. The problem remained during the coloring session, but in that case... well, it couldn't be helped, after all the purpose of this model was to paint it with meshmixer to begin with.
I imported the model inside of meshlab just to see if it imports the colored model correctly (and it does), now I have to understand how to transfer the vertex color to a uvmap or from a model to another with uvmap. Maybe it would be good to have a map converter inside of meshmixer (I don't have the slightest idea how complex it could be, I'm just saying...

).
In the end I shaded the model with sculptris materials like I did with the zombie: not too shabby If I can say this myself (especially considering that I matched the meshmixer camera position by eye

).
