The honest shape of this market is three tiers. ZBrush sits at the top: two decades of depth, hundreds of brushes, ZRemesher and ZModeler, and a place in nearly every film and games character pipeline. Blender is the serious free desktop option — it sculpts genuinely well, exports without restriction, and costs nothing, at the price of being a very large program to learn for a job this specific. Below those sit the focused tools: Nomad Sculpt on tablets, 3D-Coat for voxel work, and browser tools like Mold.
What actually separates them for a person starting out is rarely brush count. It is whether the program runs on the machine you own. A large share of people who want to sculpt never make a single stroke, because they stall somewhere between the license page, the multi-gigabyte download and the discovery that their laptop's graphics driver is unhappy. Every feature comparison in the world is irrelevant to someone stuck at that step.
Mold's answer is to remove the step entirely: you sculpt in your browser. It renders on WebGPU, the graphics API already built into current browsers, so it runs on Mac, Windows, Linux, ChromeOS, iPad and Android with nothing to install and no driver to maintain. A desktop with 8 GB or more divides to around six million triangles, and the heavy operations run in the background, which is why dense meshes stay workable rather than feeling like a web toy.
What you give up is depth at the professional end — the enormous configurable brush libraries, the plugin ecosystems, the hand-retopology tools that a hero animated character needs. What you keep is the part most people use every day, plus a texturing pipeline attached to the end of it. Sculpting is free on any account, with no time limit and no watermark; exporting the mesh is what a paid plan covers, so you can take a model from blockout to textured before deciding whether it is worth paying for.