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cccskills
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sculpting

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.

中文简介正在准备中。当前显示原文说明。

集成工具Blender
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包含的文件(2)

  • SKILL.md4.2 KB
  • references/brush-guide.md1.1 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Sculpting

High-frequency surface detail pass. Know when to sculpt vs model vs bake.

When to Sculpt

SculptDon't Sculpt
Organic wrinkles, poresHard surface panel lines
Creature skin detailModular kit pieces
Damage, wear, dentsAnything needing clean UVs directly
Character likeness refinementLowpoly style assets
Hero asset micro-detailBackground props

Workflow

Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
    → Tertiary/Micro → Bake Maps → Retopology (if game asset)

Dyntopo vs Multiresolution

MethodUse WhenAvoid When
MultiresControlled detail levels; bake workflowNeed to preserve base topology exactly
DyntopoFreeform exploration; damage passNeed predictable polycount
Voxel RemeshReset topology mid-sculptFine detail already established

Default: Multires for production; Dyntopo for exploration passes only.

Brush Selection

BrushPurpose
DrawGeneral buildup
Clay StripsMuscle/form definition
CreaseWrinkles, folds, hard lines
GrabLarge form adjustments
Inflate/DeflateVolume control
ScrapePlanar flattening (hard surface sculpt)
Dam StandardSharp damage, scratches
LayerNon-destructive detail (if available)

Detail Pass Order

  1. Primary — Major form corrections (Grab, Clay)
  2. Secondary — Muscle, folds (Clay Strips, Crease)
  3. Tertiary — Skin texture, scales (Draw, Alpha)
  4. Micro — Pores, fine scratches (Alpha, Dam Standard)

Alpha Workflow

  • Use tileable alphas for skin, leather, rock
  • Stamp at consistent scale for texel coherence
  • Combine alphas with different brush strengths
  • Bake alpha detail to normal map for game assets

Hard Surface Sculpting

  • Scrape brush for planar surfaces
  • Crease for panel line softening
  • Dam Standard for impact damage
  • Trim brushes for precise cuts (if addon available)
  • Always retopologize or rebake after hard surface sculpt

Damage & Wear

Damage TypeTechnique
ScratchesDam Standard, light strokes
DentsInflate negative + smooth
Chipped edgesScrape + Crease
Rust bubblesSmall Draw buildup
Fabric wearCrease along stress points

Performance

  • Hide unrelated objects during sculpt
  • Use matcap for fast feedback
  • Subdivide only active area (face, hands)
  • Bake and reduce multires for viewport performance

MCP Integration

  1. Duplicate base mesh to sculpt collection via MCP
  2. Add multires modifier via MCP
  3. Query polycount at each subdivision level
  4. Export high-poly for bake handoff
  5. Keep sculpt mesh separate from game mesh

Handoff to Retopology

Before retopo handoff provide:

  • Final sculpt at highest multires level
  • Decimated version for retopo reference
  • List of deformation zones requiring clean loops
  • Baked maps if bake-before-retopo workflow

Constraints

MUST DO

  • Start from clean base mesh with good topology
  • Work largest to smallest detail
  • Duplicate before sculpt destructive changes
  • Bake detail for game assets
  • Match detail level to camera distance

MUST NOT DO

  • Sculpt lowpoly-style assets
  • Skip retopology for animated game characters
  • Subdivide entire mesh to level 6+ uniformly
  • Leave dyntopo mesh as final game asset
  • Sculpt without reference

Reference Guide

TopicReferenceLoad When
Brush settingsreferences/brush-guide.mdDetail pass
Bake workflow../texture-workflow/SKILL.mdGame asset handoff

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