I am an absolute beginner, and while completing the donut tutorial I have been trying to model this industrial cookie just for fun.

I have modeled the top cookie as a cylinder, beveled the edge and extruded it to create the border, and added a couple of loop cuts to sharpen rounded angles, and I am at this stage:

Now I would like to sculpt the "shield" (and then carve holes and add text), but the center face has not enough resolution. How can I add enough poligons into that face so that sculpt works?

• Hello :). This looks like a job for the Grid Fill function. May 9, 2020 at 21:26
• Thank you Jachym! May 10, 2020 at 10:20

If I were you I would make the text apart, you won't notice it's another mesh, or join it with the rest with some tris. I would just model the ornement then join with the outer circle:

• This Moonboots uses cookies Accept ✓ / Refuse ✕ :) May 10, 2020 at 14:53
• ah ah I even eat them ;) May 10, 2020 at 14:54
• How umiliating!!!! :-D It's wonderful.. Yes I already had the idea of creating the curved text as a separate element (though, I want it "rounded" as i goes up, not with so sharp edges), but... that's the only thing I sort of know how to achieve. How did you model the ornament? I see you created some poligons "in the big empty area of the cylinder cap", but I don't know how to do that... You then extruded them (and that is ok), and then "joined" the new faces with the existing ones... This also is something I don't know how to create. May 10, 2020 at 21:21
• Oh! And... you didn't carve holes in the cookie, did you? I think the chocolate cream splotches are that big on purpose. :-P May 10, 2020 at 21:23
• yes I dug some holes with extrusions. To fill the inner circle you need to follow the shapes of ornement, then fill the faces. Maybe you should follow some tutos on how reduce topology like this one: youtube.com/watch?v=HGL6QpVRyXk or topologyguides.com If you don't want sharp edge, create bevels and move the edge loops so it doesn't sharp the edges. May 11, 2020 at 3:45

Ideally, that face should reassemble a grid made out of quads (polygons of 4 vertices) so that when you sculpt it, the resolution is more or less equal along the entire mesh

The fastest way to do so would be to delete that big face on the middle, selecting the edge loop (Alt+Click) corresponding to the face you just deleted and in the face properties menu (Ctrl+F) selecting the option "Grid Fill". If the results are not what's expected, in the redo menu (the small popup that appears after you perform an action on the bottom right of the screen) are some options to adjust the algorithms response.

In classic stackexchange/overflow I will refer you to an older question and the manual that explain this exact function in a more graphic way.

If you are a beginner this is the simplest yet more correct way i can think of to set you up and running. As you keep learning you will probably need to find more appropriate ways to correctly preparing your mesh for modelling or whatever,providing you with the best results. One step at a time.

• Thank you for your suggestion. I could correctly subdivide the face but, as you anticipated, this is not enough for my sculpting need because I selected too little faces and verteces, and therefore when I create a grid it is not enough "detailed", each generated face is still too big and so, not practically sculptable... In the end I settled for a "remesh" modifier, which I suspect would be a problem to carve the holes for the chocolate cream, but... I don't know how to drill the holes yet. Way to go! Anyway, thank you for the valuable information! May 10, 2020 at 10:24