How to reduce human body "thickness / volume" with sculpting or modeling?

I have a human model which I need to give a “thinner” appearance. As an example I put screenshots of the legs.

Does anybody know a best practice to reduce the “bulges” of the thigh?

I know how to sculpt or change the geometry in general but am unsure about howto counterbalance those bulges without ending up to adjust every edgeloop and even vertices individually.

Proportional editing? Select for exampe two or three point on you line and move it (I want to move it, move it… where does this music come from… and this picture of a lemur dancing… ahh my head…).

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Modeling - use proportional editing as suggesting. Sculpting- use the grab brush

You can reproject the geometry at a later stage onto the thinned shape and only deal with the topology then, using sculpting brushes like smooth and move. It’s easier to do in zbrush, but you can do the same in Blender with modifiers. Other suggestions are easier, but it’s generally a nice technique to fix topology after adjustments in similar cases like this.

Example in zbrush (at 40:15) :

Thank you all. I had some luck with negative inflate brush. But that zbrush video needs to be watched by me as well.

If you don’t mind a really hacky approach, the smooth modifier can reduce volume fairly smoothly and proportionately if you combine that with weight painting so that only the relevant vertices have volume reduction.

I haven’t tried it on such a dense mesh though, so I have no idea if you’ll get the same volume reduction, or if it’ll be a more subtle smoothing effect.

One more tip: when you export from Daz, unless you’re using an HD morph, make sure to export at base resolution and then use Blender to give it a subdiv modifier natively, instead of basically baking it from Daz and quadrupling your poly count. This will make it easier to sculpt, modify with edit tools, or adjust weight paints as needed. Plus you can get better viewport performance if needed by setting viewport subdivion to 0 and only applying it during the render. Unfortunately there is no way to properly decimate or reverse the subdivision once it’s exported incorrectly, so you’d have to re-export it from Daz to fix it on this mesh.

And if you are using an HD morph, I’d probably still recommend exporting at base resolution, then export the HD and use the multires modifier to transfer the HD shape to the base meshes multires subdivided shape