fuNGoo: Well, it is unfamiliar technology, so I doubt there are anyway artists who are adept at creating anything pretty to look at either.
Well, that depends on how it is implemented. I can only assume that standard modeling techniques apply, and it's a matter of which format you export the model to at the end of the process.
fuNGoo: Personally I want to see where this technology goes. I don't fully understand the potential of it yet, but I do understand how much more organic artwork can be using points instead of flat surfaces.
Again, I'm confused as to what they mean by "points". The way they describe it, it sounds like a model is made up of a lot of points, each with their own coordinates. I doubt that is what they actually mean though, since that would mean that when you zoomed in close enough, you'd be looking between the points straight through the model. Also, it would take up MUCH more memory space than polygons.
The only way I can see that it can possibly work is if the "points" in question are in fact control points for splines or bezier patches, and the renderer then interpolates between them. If they've found a way to do that cheaply and in real time, with full lighting and texturing, then this will truly revolutionize computer graphics as much as they say. It would make no additional demands of the artists, but would simply skip the conversion of the model to a fixed low-poly version, and instead use the fully detailed original model.