No, not when sculpting with voxels. Voxels are not dependent on polygons nor vertex order when sculpting, so you are free to shape them and change their volume all you like - unlike other sculpting solutions, which depend completely on mesh topology and polygon density. 3dcoat’s main strength I would say is in being able to start things and take them to a coherent, recognizable shape. Because there is no dependency on polygons, you are also free to merge voxel meshes together from multiple sources, or take parts away at will, including creating holes, etc.
Currently detail sculpting is rather weak in 3dcoat, but I expect this will improve soon enough. When I need high resolution details I just send a polygon mesh from my voxel sculpts over to zbrush and finish it there. 3dcoat is very well equipped with good retopology tools that complement the voxel sculpting, making it very compatible with other 3d apps.
Here’s a quick vid from an early alpha build I like to show that illustrates how you can merge voxel objects together seamlessly:
Merging Voxel Objects
It’s a pretty simple task for voxels, but the possibilities are pretty wide open for use.