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.
Adopted by
Most recently taken up by
- edemaistre/blender-expert-skillstheir own version, first seen Oct 15, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- edemaistre/blender-expert-skills★ 4same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- blender-addon-developmentSkill
- blender-animationSkill
- blender-asset-qaSkill
- blender-character-riggingSkill
- blender-clothingSkill
- blender-coreSkill
- blender-environment-kitsSkill
- blender-export-pipelinesSkill
- blender-facial-shapekeysSkill
- blender-game-optimizationSkill
- blender-geometry-nodesSkill
- blender-hair-groomingSkill
- blender-hardsurface-modelingSkill
- blender-lighting-lookdevSkill
- blender-pbr-materialsSkill
- blender-pipeline-automationSkill
- blender-renderingSkill
- blender-retopology-uvSkill
- blender-scene-setupSkill
- blender-simulationSkill
- blender-stylized-nprSkill
- blender-texture-bakingSkill
- blender-texturingSkill
- blender-time-of-daySkill
- blender-video-editingSkill
- blender-weather-fxSkill
- blender-workflow-recipesSkill
The file
We split this skill into the rules it gives an agent
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
- Very specific: line 40
Use symmetry (mesh.use_mirror_x, radial: mesh.radial_symmetry) on characters until the asymmetry pass at the end.
- Very specific: line 45
Before baking, run blender-asset-qa on the high (no inverted parts, no huge self-intersections in the bake range).
≈ “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.
Files
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), includingmesh_filter. Never enter Sculpt Mode headless. - Headless or MCP: use
scripts/sculpt_ops.pyfor 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 withlook. Hand detailed brushwork to the human.
Professional workflow
- 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.
- Unify: voxel remesh (
remesh=0.02for a 2 m character, smaller for detail) fuses parts and gives even density. Repeat it while the big forms change. - 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.
- 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. - 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). - 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)
| Purpose | sculpt_brush_type |
| Build volume | CLAY_STRIPS, CLAY, CLAY_THUMB, LAYER, INFLATE, BLOB |
| Shape / move | GRAB, SNAKE_HOOK, ELASTIC_DEFORM, POSE, BOUNDARY, CLOTH, NUDGE, ROTATE, THUMB |
| Details / edges | DRAW, DRAW_SHARP, CREASE, PINCH |
| Flatten / hard surface | PLANE (flatten/fill/scrape), MULTIPLANE_SCRAPE |
| Clean up | SMOOTH, SIMPLIFY (dyntopo), DISPLACEMENT_ERASER/SMEAR (multires) |
| Masking / grouping | MASK, 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 (
lookshadingsolid) before adding detail. - Floaters/kitbash for hard-surface details on organic models: separate objects, combined at bake time.
- Before baking, run
blender-asset-qaon 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_remeshdestroys 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).
symmetrizeon 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_modeand sculpt on the active key (facial work,blender-facial-shapekeys).
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

