Add a circle.
Add a subdivision surface modifier.
With all vertices selected, perform the Checker Deselect operation to select every 2nd vertex.
Scale the selected vertices inwards.
Select all and extrude them.
Select the resulting rings with Alt clicks and scale them accordingly.
Your problem is that even though you used all quads, they do not flow with the muscles underneath and they do nothing to describe the form other than define a surface. You need to watch some of the tutorials on retopology and you will see how they create loops around the eyes, mouth etc. and join them to create a mesh that is easy to animate with rigging, as ...
You must draw the shape of your symbol in black with a sharp brush with a white background and add spikes. Use a big resolution to get less compression. If you are bad at drawing you can create the symbol in a 2D mesh in Blender. You can also use a text font, preferably that looks like the Unreal Engine font with spikes: https://www....
How do you sculpt bricks? You don't. Seriously. Just Don't. There are easier ways.
I'll use the texture you picked for this answer, but there are plenty of sites where you can download pre-made repeating textures for free. (This one has terrible barrel distortion, and will look atrocious if you want it to tile.)
Danish Brick wall.jpg by Grey Geezer CC-BY-...
Extrude and To Sphere
Extrude your edge loop upwards.
Type Shift + Alt + S > 1 to execute the To Sphere command.
If you have overlapping vertices, try using the smooth (W > O) a couple of times and then the To Sphere command again.
Extrude your edge loop upwards and select it.
Choose the Circle of the LoopTools ...
There are letter shortcuts for most brushes, S for smooth, D for brush/draw, etc. as well as number shortcuts (1 for blob, 2 for brush, etc. Note that the number shortcuts depend on the order of the brushes in the menu, so 1 is always the first brush but necessarily blob)
For a full list, go to CtrlAltU> User Preferences > Input and search for "brush":
Highpoly is important to achieve superb surface detail. The problem is how you control such enormous amount of vertices:
with brushes (sculpting)
through control low-poly cages (subdivision surfaces)
through curve or nurbs surfaces
generated by some simulation, 3D scanning, etc.
Lowpoly is important for:
If you use booleans and want smooth spheres as results, increase your original sphere segment counts, later on you can always retopologize if the resulting face count is too high. Starting from a highpoly mesh and working to a lower one can give acceptable results.
The implementation of Blender Booleans is from the Carve Library, this is what the blender ...
The high resolution mesh does not need to be UV mapped at all.
Baking the normal map works by calculating the difference in the surface normal between a particular point on the low resolution mesh and the nearest point on the high resolution mesh. As long as they are sitting on top of each other, everything should work as expected.
Above you can see the two ...
You need to disable symmetry lock. It only happens in sculpt mode, the option to turn it off or on can be found under tools > symmetry lock.
Click the shaded option to disable, x by default.
Don't worry, you did nothing wrong
Try enabling Front Faces only:
If that doesn't work, then try painting the vertices you don't want to change with the mask brush:
These masked vertices won't be allowed to change. To clear the mask, press ⎇ AltM.
UPDATE: In version 2.8 or higher of Blender, the Front Faces Only option can be found in the tool's header bar, within the Brush menu.
You can change the Viewport Shading in the top right corner of the 3D editor. Open up the drop-down menu by pressing the upside-down ^, then select MatCap. Then, press the ball to change which MatCap you want to use.
I believe this is the one you're seeing in the video.
Note that these settings will only be visible if you're in the Solid Viewport Shading ...
I'm adding an answer here because effected users might overlook what is written in the comments:
If you're working with large scale models to scale (say at a distance 100Km), the influence radius will likely be too small for you to notice, even if you scroll multiple times. When you grab (G) a vertex or edge, press the page up key and keep it pressed until ...
You can press and hold Ctrl to toggle between sculpt modes. While pressed you will be in the opposite mode to what is selected in the toolshelf; i.e. if you have selected Add, then while pressing Ctrl you will be in Subtract Mode.
A list of all keyboard shortcuts available in Sculpt Mode.
Short answer: don't access blendfile data when an add-on loads.
This is an intentional limitation with add-on loading which was added because it caused so many errors with inexperienced developers not properly understanding how data should be accessed, in practice it's almost never what you really want, and if for some obscure reason it is, you better not ...
If you are using Dyntopo, then just click the "Symmetrize" button under the Dyntopo settings panel. Just make sure that the "Direction" menu is set correctly. The default is "-X to +X". If the side that you want to keep is in the "-X" direction (away from the red arrow on the manipulator) then leave it how it is. If not, change it so that the first direction ...
You may create the thorns fast using some modifiers.
Add two (or more) cylinders and place them next to each other. Model the spikes. Join cylinders with Ctrl+J in Object Mode. Press Shift+C to place the cursor in the center, then press Shift+Ctrl+Alt+C-->Origin to 3D Cursor. Press Ctrl+A-->Apply Rot&Scale. Add a Bezier Circle also (Add-->Curve-->Circle)...
During months afetr I asked this question I was able to piece together some experience from various sources that now allows me to answer it, at least partially. I'll probably be editing this answer in the future and adding new items to the list.
The goal was to be able to use gazillion of ZBrush sculpting tutorials from Youtube and use them as a learning ...
The reason this mesh has strange shading is because of the topology.
Polygons which are made of more than 4 vertices are called ngons. These ngons are pretty extreme in your mesh as you can see. While ngons have their place (on totally planar faces) if an ngon face has even the slightest twist, then it will cause horrible shading.
This is why in 3D ...
That's smooth stroke, it is intended to smooth out mouse/pen movement, you might have heard of it under a different name: lazy mouse.
Imagine it as tough your cursor is pulling the actual brush.
To disable go into sculpt mode -> tools -> stroke -> disable smooth stroke.
In addition to the already mentioned MakeHuman (which actually started as a Blender Add-on but is now a standalone application) there is also Manuel Bastioni Lab.
It is a Blender Addon that allows parameter driven custom character creator directly inside the Blender viewport, in a similar vein to MakeHuman.
It can create realistic human figures as well as ...
Lazy tutorial ...
download (export) terrain high-map from here https://tangrams.github.io
Link is set directly to your Barringer crater. Exported image seems like just a screenshot saved in 8-bit, that makes it lately a bit blocky for displacement (16 or 32-bit would be better for smooth result), but since your goal is low-poly, it's more than enough.
Well, it turns out I should have kept trying for another half hour before posting.
For anyone else with this problem, select all in edit mode, hit Alt+S to scale along normals, and then, while scaling, hold Alt or S to use something called Even Thickness to keep it from "bubbling" out.
I'll wait a while to mark this as my answer, in case someone ...
The short answer is no.
While in edit mode you can hide individual vertices, which also remain hidden in sculpt mode. Dynamic topology respects these hidden vertices as it is working directly with the mesh you have partly hidden.
The multires modifier works differently as it creates new vertices that are stored within the modifier, it isn't changing the ...
You more than likely have a Multiresoultion modifier on your object. You can switch to the Modifiers tab and press Apply on the modifier to apply this and see how your object looks in edit mode but if you apply it now, you will lose the ability to adjust any settings on the modifier and you might be left with a really high poly object which is undesirable if ...