Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Clean, purposeful topology for deformation, UVs, and performance. Quad-dominant. Animation-ready.
High-Poly Reference → Guide Setup → Block Retopo → Loop Refinement
→ Pole Placement → Triangle Cleanup → Validation → UV Handoff
| Method | Best For | Speed |
|---|---|---|
| Manual (Poly Build tool) | Hero characters | Slow, best quality |
| Shrinkwrap retopo | Creatures, organic | Medium |
| Quad Remesh (voxel) | Quick blockout retopo | Fast, needs cleanup |
| Instant Meshes (external) | Background assets | Fast |
| Symmetry retopo | Bilateral characters | Medium |
Production default: Manual with shrinkwrap for hero; Quad Remesh + cleanup for background.
| Location | Acceptable | Avoid |
|---|---|---|
| Top of head | 3–5 pole | — |
| Inner eye corner | Redirect pole | Pole directly at corner |
| Shoulder | 3-edge pole hidden | Star pattern on deltoid |
| Back of knee | Pole in crease | Pole on front of knee |
See ../references/polycount-budgets.md. Retopo is where budget is enforced.
1. Duplicate high-poly to reference collection (hidden in render)
2. Create retopo mesh with Poly Build / manual extrude
3. Shrinkwrap modifier → Target: high-poly
4. Snap to face with project individual elements
5. Validate shrinkwrap distance (no intersection)
COL_Geo_LowPoly collection| Topic | Reference | Load When |
|---|---|---|
| Facial retopo | references/facial-retopo.md | Character faces |
| Game vs cinematic | references/game-cinematic-topo.md | Budget decisions |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.