"Broken" vertices in sharp angles. Why and how to solve it?

Hi everyone!

First off, I’m still learning (slowly!) so this might have a simple solution. I’m using Blender in a process to sculpt/improve resolution of models for 3D printing. One issue I’m having is where the model has sharp creases, for example as seen here:

Is there a “local” subdivide brush or something, to just add more pixels to sharp angles like this? It’s really tricky to sculpt any further once this happens, because the “distorted” vertices start behaving oddly. Subdividing the entire model will make it too high res.

What I’m doing is posing ripped/rigged models from games in a program called XPS Studio, and then I make the models into solid STL-files with Autodesk Meshmixer. Then I take the model into Blender for sculpting.

Any pointing in the right direction?

Thanks,

Try using constant detail and do detail flood fill , its set to relative detail from default.