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I’m not near my pc right now but you should have a look into creating a simple rig, this video shows how to do this https://youtu.be/SBYb1YmaOMY


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If D doesnt work press Alt + Q


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Don't sculpt the inside of the mouth if you want to animate the character's face. A sculpted mesh is bad for animation because it is very dense. This means your computer has to do a lot of unnecessary calculations => Blender will freeze very often or even crash. The UV map is huge and a mess, texturing will be a pain and weight painting a hell. In the end,...


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Could it be, that you accidentally turned on the mask? You could try pressing Alt + M to clear it and see if you than can sculpt again.


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So, the problem is, we want to sculpt, but the legs are in the way, so we can't easily sculpt what we want to sculpt? There are a number of solutions to this problem. They all work slightly differently. One thing we can do is mask the legs for purposes of sculpting. We can select a mask brush, then sculpt over the legs with that brush, making them ...


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Yes, there is a way to do this. I'm using 2.93. First, select the vertices that you want to mask in edit mode. You can make them into a vertex group if you want to save the selection. Go into sculpt mode, and go to Face Sets > Face Set from Edit Mode Selection. You should see the selected vertices change into a different color on your mesh. Now, if you ...


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I know this is old.. but if anybody else stumbles across it: TLDR; shrinkwrap modifier. I have used the sculpt SHIFT Slide Relax brush to even out re-topology areas filled with Grid Fill or Bridge Edge Loops or just quickly filled in by extruding edges and filling with F. The resulting vertices don't necessarily snap to the underlying surface, however it is ...


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It's probably Face Sets, which are sort of masks, you can remove it: Go into the header menu > Face Sets > Initialize Face Sets > By Loose Parts.


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The most efficient solution to problems like this, for me, involves both the subsurface modifier and then, after it, the decimate modifier. The problem comes from the lack of relative equivalence in vertex count for your two models, the shrinkwrapper and the shrinkwrappee. You can apply a basic Subdivision Surface modifier to the wrapper, typically set to ...


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Please follow these videos: Part 1 https://drive.google.com/file/d/17xChiCEtkb8piA6KtMuNocFOCkJ38Lvw/view Part 2 https://drive.google.com/file/d/14cw7E39CvW0yIQiqkFXcLiSuxu6Gfsd7/view Part 3(optional) https://drive.google.com/file/d/11DXgt7sxcAoaSCuqdqtA87LwS8kLaIdE/view Sorry for the inconvenience of sending the videos through google drive. Each video is ...


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Several things going on... Starting from your .fbx, as imported.. (Left, below) Behind your label-object, there is an identical section of the tube separated from the rest, (so its normals are discontinuous). Fix: M > Merge > By Distance, with a near-0 threshold (Right, below) Much of the tube has its custom-normals inverted. Fix: AltN Normals.. > ...


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The Remesh Modifier has a Blocks option that will make the underlying mesh display in a cube-volumetric style. Edit mode view, it's just the default sculpt mode sphere that I made a few brush strokes to.


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I had the same problem because I have enabled the Mirror modifier. Unfortunately am enabling Proportional Editing and increase the radius with mouse wheel at mirror side not at the original side, so that I can't view the resizer. It should be done in original side.


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