I would invert the mask you had, shrink it a bit, smooth it, then inflate in the deformations tab and smooth it a little all over with the mask still on.
Sculpting anatomy is best represented with sharp angles, or else it quickly turns into a smooth ball. Once the features are locked in, it's time to smooth and blend together.
Those are just mesh normal smoothing artefacts. Inside your edit poly find the smoothing group section and experiment with the buttons /read the documentation
You don't have enough geo in the high poly, simple as that. :) SubD modelling is a big topic, but you control the smoothing with support loops and creases to get the smoothing where you want it to be.
First of all thanks everyone for the appreciation and the support @ Darkleopard: as far as i know maya doesn't have smoothing groups like max, but anyway it should work in a similar way. If i remember correctly (from some stuff i've seen around cause i've never used maya directly) you should be able to decide if you want a…
Ah yes looking good so far! Some stuff I've learned in my 7 years of creating digital 3D Cars: First, find real pictures of the car. If you search long enough, you can find perfect front, back and side pictures of almost any car. Only use blueprints as a guide because they are way more inaccurate then a picture ;) Take a…