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.
Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
High-frequency surface detail pass. Know when to sculpt vs model vs bake.
| Sculpt | Don't Sculpt |
|---|---|
| Organic wrinkles, pores | Hard surface panel lines |
| Creature skin detail | Modular kit pieces |
| Damage, wear, dents | Anything needing clean UVs directly |
| Character likeness refinement | Lowpoly style assets |
| Hero asset micro-detail | Background props |
Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
→ Tertiary/Micro → Bake Maps → Retopology (if game asset)
| Method | Use When | Avoid When |
|---|---|---|
| Multires | Controlled detail levels; bake workflow | Need to preserve base topology exactly |
| Dyntopo | Freeform exploration; damage pass | Need predictable polycount |
| Voxel Remesh | Reset topology mid-sculpt | Fine detail already established |
Default: Multires for production; Dyntopo for exploration passes only.
| Brush | Purpose |
|---|---|
| Draw | General buildup |
| Clay Strips | Muscle/form definition |
| Crease | Wrinkles, folds, hard lines |
| Grab | Large form adjustments |
| Inflate/Deflate | Volume control |
| Scrape | Planar flattening (hard surface sculpt) |
| Dam Standard | Sharp damage, scratches |
| Layer | Non-destructive detail (if available) |
| Damage Type | Technique |
|---|---|
| Scratches | Dam Standard, light strokes |
| Dents | Inflate negative + smooth |
| Chipped edges | Scrape + Crease |
| Rust bubbles | Small Draw buildup |
| Fabric wear | Crease along stress points |
Before retopo handoff provide:
| Topic | Reference | Load When |
|---|---|---|
| Brush settings | references/brush-guide.md | Detail pass |
| Bake workflow | ../texture-workflow/SKILL.md | Game asset handoff |
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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.