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.
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 ...
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 ...
Go to Edit - Preferences... Add-ons tab and search for LoopTools. Enable the add-on.
Select both objects and press CTRL + J to join them.
hold ALT and click right to the right edge of the left plane. THen hold SHIFT + ALT and click left to the left edge of the right plane.
Right click and choose LoopTools -> Bridge
Press CTRL + R, hover over the bridge ...
the comments section suggested I go with EXR for all my brushes. This sounds like a great idea, but I'd like to know what the difference is compared to PSD. Every third party brush set I've ever downloaded is usually PSD. What do I gain by converting from PSD to EXR?
PSD is an undocumented and proprietary format. The only reason it works beyond Adobe is the ...
It's not clear if the shape itself is made of this repetitive pattern or if it's a round shape with an added line on its surface.
In the second case you can use the method I describe, except keep only the lines and create another object, a subdivided cylinder that will be deformed with the same Mesh Deform modifier, so that both the 2 objects, lines and ...
You could begin with an extruded circle, then some bevels, some additional extrusions if necessary, and deform it a bit with the Proportional Editing option on. Then give it a Subdivision Surface modifier:
For the other side, duplicate and mirror your object. For the node, create a profile shape and a curve, use an Array and a Curve modifier to make the ...
This is the new "Face Sets" feature, I think. It seems to be meant as an extension to the use cases currently covered by hiding and showing faces.
It does not seem to be particularly well documented, or to have much in the way of exposure in the user interface, at this point.
You probably did nothing wrong. I assume that the Boolean modifier ...
Try something like this. All I did was use a Noise Texture to slightly warp the vectors of a Voronai Texture to make the "cells" and to give them slightly uneven edges (less straight). Then I just filled in the surface detail by multiplying it again with another Noise Texture. I ran the result through the Height input of a Bump node, and gave it a ...
In Sculpt mode, Face Sets allows you to create separate areas, a little bit like the Mask except you can create as many face sets as you want and you won't have to mask and unmask to switch from a face set to another, when you'll sculpt on a face set it will only affect this face set until you release the left click and click on another face set.
To paint ...
Janky shadows are the result of janky topology:
Large N-gons with non planar faces.
At the time of rendering all objects get subdivided into triangles.
I cringe just looking at this horrible mess.
The takeaway is this: objects (yes all objects) should be created with some notion of the topology. Fixing things later is much harder and time consuming. It has ...
It looks like this is because of two things.
First is the default falloff settings. Just below the texture heading is a falloff heading, shown below:
The default is a smooth falloff, which has a strength of 0 at the edges, even at full hardness I believe. The solution is to switch to a constant falloff. Just be aware that this can cause hard edges on the ...
The fidelity of your brushes has to do with how you are creating them and how you are interpreting the data, in other words: you must be sure how the data is encoded and interpret it accordingly in blender. Applying the wrong interpretation will result in distortion.
For displacement maps, like sculpt brushes, you would expect the map to be data, in a linear ...
You can use your pictures as references, create a plane and subdivide it:
Extrude it up, extrude the fingers:
Rotate the front face or use the Shear tool, then continue to extrude and rotate:
Begin to work on the thumb:
Give it a Subdivision Surface modifier, change the topology appropriately:
We can achieve this procedurally in the shader editor using displacement in only a few nodes.
We'll start with this approximation of your model.
In the shading workspace, we can add a texture coordinate and take the Generated coordinate space into a Separate XYZ node to look at our object over different axes over a 0-1 range. In this picture I'm looking at ...
This is rather easy to do with an object that has a MultiResolution modifier as you mentioned. Such a mesh offers the possibility to bake the displacement from the base mesh to the subdivided one into a 32bit displacement map, and re-use that input for color ramps to drive the material color. Such a workflow also allows you to clearly distinguish between ...
You can map one of the pen or tablet buttons in Wacom Tablet Properties to Ctrl+Tab as per this list of Blender shortcuts. Note that you can create a specific setting just for Blender.
Go to Wacom Tablet Properties
Optionally, set a specific application
Select the dropdown menu for the button you plan on changing
You can sculpt more than one object but you need to make sure to uncheck the option Lock Object Modes, letting you select each and switch to sculpt mode.
You will still need to select the object you want to sculpt, but they will both be possible to sculpt without going back to Object mode for each.
If you want to sculpt both objects without needing to ...
I think the simplest way to get this effect would be to use the wireframe modifier.
However, if you want an effect closer to what you have there you will need to make each "muscle" its own object and use a couple of modifiers to create them.
Firstly create a cylinder and scale it to the length of the muscle. Apply the scale with CTRL+A. Then TAB into edit ...
There are two tools to do what you want: the grease pencil and annotations.
The grease pencil can be rendered,
annotations are just for reference.
The behavior is caused by Autosmooth (Sidebar (N) > Tool > Brush Settings). This setting controls the amount of smoothing that is applied to each brush stroke. In your project the positive displacement of the clay brush is cancelled out by the stronger Autosmooth. The strength of Autosmooth depends both on the factor in the tool settings and the ...
To make it a smooth circle, first go into user preferences and enable an add-on called "Loop Tools" (search "loop" in the search box).
Select the edge you want to "straighten" into a circle, right click and select Loop Tools > Circle.
This should leave you with a clean circular edge.
This is just a half-answer.
As I looked closely into the difference of your meshes ...
Some of the wrinkle in your sculpting is more in the diagonal direction of the edge than the tutorial.
Your brush seem to adjust only in Normal direction of the mesh, but tutorial brush seems to also pull nearby vertices close together to keep up with the deep ...