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The caps of a cylinder are horrible topology for what you're trying to do. What you should do instead is add a UV sphere that has the same amount of vertices as your cylinder, cut off the bottom half of the UV sphere, then attach it to the top of the cylinder.
That would work out better topologically.
https://steamcommunity.com/sharedfiles/filedetails/?id=2746572260
Like this image: https://imgur.com/K0FhWrO
Which means that I need the mesh to be a single one. And those folded lines only appear when I scale them and I can't find anything to smooth them perfectly yet.
Also do you know what happen to my sculping problem?
You're missing the main point I'm making. What I'm saying is you're not going to be able to use a default cylinder with the n-gon cap. The topology of that will not work when you try to shade it smooth.
The solid object on the left I made from the sphere and cylinder you see on the right, then I just scaled it along x and y a bit. I joined the cylinder to the half-sphere and made them into one mesh, my screenshot was just trying to make it really easy for you to understand what I was trying to describe.
So basically I made my own cap for the cylinder instead of using the default n-gon or triangles you get when you create the cylinder. The default topology of a cylinder will not work. You'll have to create your own cap with better topology for what you want to achieve.
No, need more information about that.
https://drive.google.com/file/d/1jtaCQyGwJGcITxnG2bUQIOy62TeJzztl/view?usp=sharing
You seem to have masked the whole popsicle somehow. On your end, try selecting the box mask brush, near the bottom, and while you hold ctrl down, drag a box around the whole object. That should remove the mask and allow you to sculpt again.
And yeah, I'm pretty sure you're getting the weird folded lines from your topology. You need some better topology there to avoid that.
It makes the sculpting tools work wrong which was why I was checking the normal orientation. I'll take some screenshots before work here if I get the chance.
https://steamcommunity.com/sharedfiles/filedetails/?id=2748484995
You have to recalculate the normals to get them pointing in the right way. Select the whole mesh object and hit alt+n and select "recalculate outside".
However once you do this, you'll see there is still an issue near the bottom center of the popsicle stick. This is because of bad geometry in that area and Blender isn't sure how to calculate the normals properly for those pieces. Fixing up that geometry is preferred, you can skip it though if you're just rendering this object inside blender. Not fixing it might break some functions and make it weird to work with that area though.
Any of the red faces would be invisible if you were putting this object inside a game engine, as such you'd have to fix those faces if you are putting this inside a game engine.
https://steamcommunity.com/sharedfiles/filedetails/?id=2748485263
Somehow you masked the whole popsicle, masked parts of a mesh cannot be affected by sculpt brushes. It's a tool to prevent you from sculpting areas you don't want to affect by accident. There is probably some hotkey to mask everything that you hit by accident or something.
Unmask everything and your sculpt brushes should work again:
https://steamcommunity.com/sharedfiles/filedetails/?id=2748485479