blender-retopology-uv
Installation
SKILL.md
Retopology & UVs
The execution model is in blender-core.
Retopology
Automatic (scripts/auto_retopo.py -- --objects Sculpt --tris 8000 --method ...) makes <name>_low and leaves the source hidden:
| Method | Use for | Notes |
|---|---|---|
quadriflow |
organic props, static characters, scans | clean quads. Voxel-remeshes first so the input is manifold; UVs are lost (re-unwrap) |
decimate |
background props, LODs, AI-generated meshes | keeps UVs/shape, gives triangles. Fast |
planar |
hard-surface CAD/boolean results | dissolves flat areas; keeps seams/sharp/material/UV borders |
Manual (hero characters, anything that deforms). Set up a new mesh object with a Shrinkwrap modifier (PROJECT, target = sculpt), snapping to FACE_PROJECT + use_snap_project, and the source in a different viewport color/x-ray. Auto retopo isn't good enough for deforming hero meshes, because the edge flow below matters.