blender-sculpting

Installation
SKILL.md

Sculpting

The execution model is in blender-core. The handoff goes to blender-retopology-uv → blender-texture-baking.

Agents: what you can and can't do

  • Sculpt Mode operators crash Blender in background mode (-b), including mesh_filter. Never enter Sculpt Mode headless.
  • Headless or MCP: use scripts/sculpt_ops.py for object-level ops: remesh=SIZE, symmetrize=+X, multires=N, inflate=D, detail=STR,SCALE, smooth=N, apply. Combine these with Geometry Nodes (blender-geometry-nodes: SDF grid booleans/fillets, noise displacement) and shape modeling for procedural organic forms.
  • Live sessions with a UI: brush strokes via bpy.ops.sculpt.brush_stroke(stroke=[...]) need a 3D View region override and are fragile. Prefer procedural ops, then show the user with look. Hand detailed brushwork to the human.

Professional workflow

  1. Base mesh / blockout: primitives, metaballs, Skin modifier, or a low-poly base at real scale. Proportions first: compare with references and check against a human 1.75 m.
  2. Unify: voxel remesh (remesh=0.02 for a 2 m character, smaller for detail) fuses parts and gives even density. Repeat it while the big forms change.
  3. Primary forms at low resolution (Grab, Snake Hook, Clay Strips, Inflate, Smooth). Secondary (muscle groups, folds) at medium resolution. Tertiary (pores, scratches, fabric weave) with Multires levels 4–6, or as normal/displacement maps.
  4. Dynamic topology (sculpt.dynamic_topology_toggle): adds detail where you stroke. Good for concept sculpting, bad for final topology and multires (it destroys UVs/multires). Use voxel remesh + multires for production.
  5. Multires: subdivide (multires_subdivide, Catmull-Clark) on a clean quad base (after retopo) to sculpt high detail that bakes back to the base level (blender-texture-baking, multires bake or high→low).
  6. Handoff: export the high (or keep it in-file), retopo to _low, UV, bake normal/AO/curvature, then texture.
Installs
1
GitHub Stars
9
First Seen
1 day ago