I think the trick is to step down in subdivision levels and fix your lumpiness in a lower poly level. High detail = high poly Low detail = low poly And in case of lumps they are big forms, so lowpoly would be the solution I'd say.
Thanks everyone! D4V1DC, you're right, I should've probably wrote more. So it was just a simple subdivided sphere with applied damstandard brush. I just thought that geometry for example doesn't matter much. Here's a real life model I'm having troubles with: it was lowpoly in the beginning, then I subdivided it and…