How to place a single crisp element as an alpha while sculpting? This is my first question, and I am a complete newbie at using Blender (and 3D modelling suits in general).

To elaborate on my question: the goal is to model a logo as a relief on the side of a coffee cup. I am trying to sculpt it with an alpha.

The background and the reasoning are as follows: 

The logo in question is quite elaborate, so my first idea was to:


import an SVG
convert it to mesh,
project the result via Shrinkwrap modifier.


However, I have found that the triangular mesh I am getting this way, wraps very poorly. I have tried recalculating it into quads with Remesh, but the results have remained suboptimal.

My second (and sadly last) idea was to:


rasterise my vector of the logo,
turn it into a BW alpha image,
sculpt it (like I managed to do before while messing around with
ZBrush).


Unfortunately, using my alpha as a texture creates a multitude of blurry superimposed reliefs of my logo. I understand that this technique must be intended to create noise-like features (scratches, scales, etc.). 

But is it possible to place just one, crisp element this or similar way?

Thanks in advance! =)

P.S. I have tried searching for the answer both on Google and this site, but failed. My apologies if this question has already been answered.
To do this only with sculpting add the logo as the texture mask to the sculpting brush, switch Stroke method to Drag Dot and draw on the object's surface.



The texture defines a pattern according to which the brush is painting. Drag Dot stroke method will make brush draw only one dab preserving pattern of the texture.

Note that depending on the case you might need to continue sculpting with other stroke methods (use E to change) to bulge the logo out of the surface as desired. And obviously this model will be highpoly which is better to retopologize using certain methods.