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I just wanted to add that I encountered the same choppy model result from remeshing and that closing up all holes in the model solved the problem. This was the result using Remesh when I had forgotten to close the neck hole: After closing up the neck hole the Remesh worked fine: Happy Blending!


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in the first image post checkout the modifier multi res, there for the viewport its set to zero. The idea here is that you can set different levels, ea while you work you can set it to low values, but when you render (or sculpt) you set it to high. so the memory load and speed of your pc is not harmed while working on your scene.


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If you have applied these directly to your base mesh you will not be able to separate them. The closest you can get to what you want is to use the multires modifier which will allow you to sculpt different levels of detail at different resolutions.


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Check Faceorientation Press Alt+V and select face orientation, the whole object should be blue, means the faces are oriented the right way. Blue = outside, Red = inside. Alternative model Maybe it would be better to use a single vertex with some extrusions to shape branches, with modifiers shown in image bellow. To make parts thinner select the vertex ...


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Looks like each of us has a different solution, I have a huion WH1409 and thought the problem was it but I forgot to activete pressure on "strength" AND "radius" I was going crazy, I don't know why it needs pressure on radius but I post it here if someone makes the same error.


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There are at least 2 ways, the Displace modifier or the Sculpt mode. You could find a black and white floral repeatable pattern, blur it a bit: Then create your object, subdivide it a bit, give it a Displace modifier with the floral pattern as texture (If you've unwrapped your object you can choose Coordinates > UV), give it 2 Subdivision Surface ...


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I have same problem, then I figure out I have to apply or turn off the Modifier, or mask、box mask、lasso box、box hide all will not work. Hope it helps you.


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Unfortunately what you're asking about is a very broad and difficult topic and there isn't a very straightforward answer for Blender. I myself have done some research on it for team projects and can share what I have found. Modeling muscle deformations is no easy task in 3D software. Large studios such as Pixar will often run complex simulations that account ...


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All the “tabs” are at the top of the window in the default layout. The scripting tab is farthest to the right-hand side, so you may need to scroll if your monitor is small. For more information on Blender’s UI, check out Blender’s Documentation


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I was having the same problem at first, but then got desired behavior after choosing the following settings: Clay Strips brush Dyntopo: On Then, in the Dyntopo settings: Refine Method: Subdivide Edges Detailing: Brush Detail Smoothing Shading: On I cranked the brush strength to 1.0, and left Autosmooth off. This was tested in Blender 2.83, 2.90 and 2.92 ...


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It turns out, my pen tablet has the option to switch from Add to Substract, to do the opposite of what the brush was doing. Whenever this happened was because I had it in substract mode, I didn't realize this because, in previous versions of Blender, Shift to smooth always smoothed stuff, but not anymore it seems.


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