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EL4CTEOEL4CTEO/blender-skills/skills/blender-sculpting/SKILL.md

blender-sculpting

Skill779 starsChanged 15 days agoMITView on GitHub

Sculpting in Blender 5.2 - base-to-detail workflow, voxel remesh, dyntopo, multires, 5.x brush types, masks/face sets, symmetry, plus headless-safe procedural ops for agents (remesh, symmetrize, multires, inflate, noise detail, smooth) and the sculpt-to-game handoff. Use for organic models, characters, creatures, rocks and bake sources.

1 other project uses a version of this.

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The file

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2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Use symmetry (mesh.use_mirror_x, radial: mesh.radial_symmetry) on characters until the asymmetry pass at the end.

    line 40
  2. Very specific:

    Before baking, run blender-asset-qa on the high (no inverted parts, no huge self-intersections in the bake range).

    line 45

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
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.

Brushes (5.x: brushes are assets in the Essentials library)

Purposesculpt_brush_type
Build volumeCLAY_STRIPS, CLAY, CLAY_THUMB, LAYER, INFLATE, BLOB
Shape / moveGRAB, SNAKE_HOOK, ELASTIC_DEFORM, POSE, BOUNDARY, CLOTH, NUDGE, ROTATE, THUMB
Details / edgesDRAW, DRAW_SHARP, CREASE, PINCH
Flatten / hard surfacePLANE (flatten/fill/scrape), MULTIPLANE_SCRAPE
Clean upSMOOTH, SIMPLIFY (dyntopo), DISPLACEMENT_ERASER/SMEAR (multires)
Masking / groupingMASK, DRAW_FACE_SETS; Expand (sculpt.expand), mask from cavity
5.0 renamed brush.sculpt_tool → sculpt_brush_type. 5.1 folded the stroke options into brush.stroke_method (DOTS, DRAG_DOT, SPACE, AIRBRUSH, ANCHORED, LINE, CURVE). 5.2 moved automasking to brush.mesh_automasking_settings / paint.mesh_automasking_settings.

Rules of thumb

  • Sculpt at real scale, with scale applied. Brush radius is in screen space but strength and remesh sizes depend on scale.
  • Use symmetry (mesh.use_mirror_x, radial: mesh.radial_symmetry) on characters until the asymmetry pass at the end.
  • Face Sets organise parts (head, torso, hands). Hide them and mask by face set to isolate.
  • Watch density: a 2 m character at voxel 0.005 is already millions of polys. Keep viewport FPS usable and work up in levels.
  • Silhouette first. Check from several angles in flat matcap (look shading solid) before adding detail.
  • Floaters/kitbash for hard-surface details on organic models: separate objects, combined at bake time.
  • Before baking, run blender-asset-qa on the high (no inverted parts, no huge self-intersections in the bake range).

References

references/forms-and-bake-sources.md: human proportions in meters and heads, form order (primary → tertiary), hard-surface sculpting (trim gestures, mask extract, face sets, mesh filters), multires rebuild/reshape, and preparing a high-poly bake source (density, cage, naming, exploding). Load it before character, creature or bake-source work.

Gotchas

  • voxel_remesh destroys UVs, vertex groups (unless preserve attributes) and multires levels. Do it before UVs/rigging.
  • Multires + topology changes don't mix: never edit the base topology after subdividing (apply the base or rebuild).
  • symmetrize on a non-centered object mirrors across the object's local axis. Center the origin on the symmetry plane first.
  • Sculpting on shape keys: enable use_shape_key_edit_mode and sculpt on the active key (facial work, blender-facial-shapekeys).

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