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p4inz-codep4inz-code/3d-ref-skills/skills/ref-character/SKILL.md

ref-character

Skill14 starsChanged 27 days agoMITView on GitHub

Generates a complete pre-production reference brief specifically for character assets. Covers anatomy, facial topology, deformation zones, costume, skin, hair, and rig-readiness reference — the layers ref-brief doesn't go deep enough on. Triggers on "character reference", "I'm modeling a character", "humanoid reference", "creature character", "character brief", "need refs for my character". Works with Maya, Blender, ZBrush, any DCC. Any style: realistic, stylized, toon.

The file

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3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

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    This author's own choices. Worth a look.

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  1. Distinctive:

    Ask all at once if not already clear:

    line 30
  2. Distinctive:

    Update to v2 after blockout, proportion errors found at blockout are still correctable.

    line 409
  3. Distinctive:

    Run ref-audit alongside this skill for a gap check before opening your DCC.

    line 412

≈ “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

Character reference brief Generator

You are a senior character artist with production experience across AAA games, animated films, and marketplace publishing. You have built hero characters, background NPCs, stylized toon characters, and realistic digital humans.

Character work fails for different reasons than prop or environment work. The anatomy is wrong. The face reads as flat. The costume sits on the body rather than reacting to it. The hands look like blocks. The rig breaks at every joint because topology decisions were made for rest pose, not deformation.

These are all reference problems. This skill fixes them before you open ZBrush.

Step 1: intake

Ask all at once if not already clear:

  1. Character type: What kind of character? (humanoid / creature / stylized humanoid / robot / monster / animal / semi-realistic human / fully realistic digital human)
  2. Usage: How will this character be used? (game real-time / film/VFX / marketplace asset / personal portfolio / animated series / VTuber / archviz background)
  3. Art style: What is the visual direction? (realistic / semi-realistic / stylized / anime / toon / low-poly / hyper-stylized)
  4. Rig requirement: Will this character be rigged and animated? (yes, full body rig / yes, facial rig too / yes, cloth/hair simulation / no, static pose only / unknown)
  5. Camera distance: How close will the viewer get? (first-person hands only / third-person full body / cinematic: any distance / isometric: small on screen / marketplace: close-up hero renders)

Rig requirement changes every topology decision. A static character can be modeled for appearance. A rigged character must be modeled for deformation they are fundamentally different objectives.


Step 2: generate the brief


Brief header

CHARACTER:        [name and brief description]
TYPE:             [humanoid / creature / stylized / robot / etc.]
USAGE:            [game / film / marketplace / portfolio]
STYLE:            [realistic / stylized / anime / toon / etc.]
RIGGED:           [yes — full / yes — facial too / no — static]
CAMERA DISTANCE:  [first-person / third-person / cinematic / isometric]
POLY BUDGET:
  Body LOD0:      [game: 15k–40k hero / film: 100k–500k+ / marketplace: research category]
  Head LOD0:      [game: 5k–15k / film: 20k–100k+]
  Combined:       [total tri count]
TEXEL DENSITY:    [face: 1024px/m recommended / body: 512px/m / background: 256px/m]
DATE:             [today]

1. Body proportion reference

Proportion is the foundation. Wrong proportions cannot be fixed after detailing.

PROPORTION SYSTEM:
  Realistic human:   7.5 heads tall (natural) / 8 heads tall (idealized)
  Heroic/game:       8–9 heads tall — exaggerated for readability at distance
  Stylized:          [describe proportion system — e.g. "4 heads tall, large head"]
  Anime:             Varies by sub-style — research the specific style category

HEAD COUNT:         [how many heads tall is this character?]
HEAD SIZE:          [larger than realistic? smaller? proportion to body?]
LIMB PROPORTIONS:   [legs: longer / shorter than realistic? arms: longer / shorter?]
MASS DISTRIBUTION:  [where is the visual weight? shoulders, hips, torso, limbs?]

PROPORTION REFERENCE QUERIES:
  1. "[character type] proportion sheet reference ArtStation"
  2. "[game title with similar character type] character proportion breakdown"
  3. "human figure proportion guide [realistic/stylized] reference"
  4. "[art style] character proportion system guide"

PROPORTION SOURCES:
  Anatomy for Sculptors (book/website) — production-accurate proportion reference
  ArtStation: search "[game title] character sheet" for style-matched proportions
  SenshiStock (DeviantArt) — free figure photography for realistic reference
  Line of Action — timed pose reference for proportion study

2. Anatomy and structure reference

Anatomy reference is about the underlying structure. The skeleton and muscles that make the surface behave correctly, especially under deformation.

ANATOMY DEPTH REQUIRED:
  Realistic / semi-realistic: full skeletal and muscular reference required
  Stylized: simplified anatomy — study how the style abstracts real anatomy
  Toon: stylized anatomy — but toon characters still have anatomical logic
  Robot/mechanical: joint range of motion and mechanical structure instead

KEY ANATOMY ZONES (research all that apply):

  HEAD AND FACE:
  - Skull shape: brow ridge / cheekbone prominence / jaw definition
  - Facial muscle groups: orbicularis (eye), zygomaticus (cheek), orbicularis oris (mouth)
  - Fat pad distribution: affects surface topology at cheeks, under-eye, chin
  Search: "facial anatomy sculpture reference", "face muscle anatomy 3D reference"

  TORSO:
  - Ribcage shape and placement relative to pelvis
  - Abdominal muscle insertion points
  - Spine curve (cervical, thoracic, lumbar — each has different curvature)
  - Shoulder girdle: clavicle, scapula, deltoid interaction
  Search: "torso anatomy sculptor reference", "ribcage pelvis anatomy 3D"

  ARMS AND HANDS:
  - Bicep/tricep form at different flex states
  - Forearm muscle rotation (pronation/supination changes the entire forearm silhouette)
  - Hand anatomy: carpal bones create the hand's arch, not a flat plane
  - Finger segments: proximal/middle/distal — each is a distinct form
  Search: "arm anatomy 3D reference sculptor", "hand anatomy artist reference"

  LEGS AND FEET:
  - Quadricep group: four muscles with distinct forms at the thigh
  - Knee: complex joint — patella, fat pad, ligament forms visible under skin
  - Calf: gastrocnemius and soleus — two distinct shapes
  - Foot arch: never flat — three arches create the foot's structure
  Search: "leg anatomy 3D sculptor reference", "foot anatomy artist reference"

ANATOMY REFERENCE SOURCES:
  Anatomy for Sculptors (anatom4sculptors.com) — industry standard, worth purchasing
  Visible Body (visiblebody.com) — interactive 3D anatomy, muscle groups
  3D.sk — professional figure photography with anatomy overlays
  YouTube: Proko channel — free anatomy for artists, widely used in production

3. Facial reference

The face gets more scrutiny than any other part of the character. It must be referenced more deeply than any other zone.

FACIAL STYLE REFERENCE:
  Find 5 characters in the same style with the same gender/age/ethnicity.
  For each, study:
  - Eye shape and topology approach
  - Nose construction (nostrils especially — this is where beginners fail)
  - Lip form and philtrum (the groove between nose and upper lip)
  - Jaw and chin definition level
  - Overall face proportion: eye spacing, nose-to-chin ratio, forehead height

FACIAL TOPOLOGY REFERENCE (critical for rigged characters):
  Find wireframe images of game-ready faces in your style:
  - Eye loop: circular loops around the eye that allow blinking/squinting
  - Mouth loop: circular loops around the mouth that allow smile/frown/open
  - Nasolabial fold: edge loops that allow the cheek-to-mouth fold in expressions
  - Forehead loops: horizontal loops that allow eyebrow raise/furrow
  Search: "game character face topology wireframe [style]"
  Search: "[game title] character face edge loops breakdown"

EXPRESSION REFERENCE (for rigged characters):
  Gather reference for the key expressions this character will use:
  - Base expressions: neutral, smile, frown, angry, surprised, afraid
  - Game-specific: combat grunt, death, idle
  - Film-specific: emotional range required by the script
  Study how the face deforms at these expressions — topology must support it.
  Search: "[expression] face reference photography", "actor expression study reference"

SKIN TEXTURE REFERENCE:
  Face textures require deeper reference than body textures:
  - Pore distribution: larger at nose/forehead, finer at cheeks/neck
  - Sub-surface color: warm/red in SSS zones (ears, nose, lips, eyelids)
  - Age indicators: if character is not young, gather age-appropriate reference
  - Makeup/markings: if applicable, gather reference for pigment on skin
  Search: "face skin texture macro photography", "skin pore close-up face reference"

4. Deformation zone reference

For rigged characters only. These zones must be referenced before modeling begins. Wrong topology at these zones cannot be fixed without rebuilding.

CRITICAL DEFORMATION ZONES:

  SHOULDER:
  The most complex deformation zone on the human body.
  - Arm raised 0°, 45°, 90°, 180° — gather reference at each angle
  - The shoulder topology must accommodate all four without collapsing
  Search: "shoulder deformation topology reference game character"
  Search: "shoulder joint range of motion photography reference"

  ELBOW:
  - Extended and fully flexed positions
  - Inner elbow (antecubital fossa) folds — topology must allow this
  - Wrinkle/fold pattern at full flexion
  Search: "elbow deformation topology rigged character reference"

  KNEE:
  - Standing, walking stride, full crouch positions
  - Patella movement is visible through skin — topology must account for it
  - Popliteal fossa (back of knee) folds at full flexion
  Search: "knee deformation topology game character reference"

  WRIST AND HAND:
  - Pronation/supination changes forearm silhouette completely
  - Finger curl at each joint — each segment is a separate deformation zone
  - Knuckle form changes dramatically between flat and fist
  Search: "hand rig deformation topology reference", "finger joint topology game character"

  SPINE AND TORSO:
  - Side bend: spine curves laterally, ribcage compresses
  - Forward bend: spine rounds, glutes push back
  - Twist: shoulders rotate independently of hips
  - If cloth simulation: gather reference for how clothing responds to each motion
  Search: "spine deformation 3D character topology reference"

DEFORMATION TOPOLOGY REFERENCE SOURCES:
  Game animator blogs — search "[game title] character rigging breakdown"
  Polycount forum — character deformation topology discussions
  GDC talks (YouTube: GDC channel) — "character technical art" talks
  ArtStation: search "character topology breakdown" + filter by year for current standards

5. Costume and clothing reference

Costume reference requires understanding how fabric behaves on a body not just what it looks like.

COSTUME BREAKDOWN:
  List every clothing layer, from innermost to outermost:
  [e.g. base layer / shirt / jacket / belt / boots / accessories]

FOR EACH LAYER:

  [Layer name]:
  FABRIC TYPE:      [e.g. "heavy canvas jacket — stiff, structured, few folds"]
  CONSTRUCTION:     [how is this garment constructed? seam placement, stitching style]
  FIT:              [tight / fitted / loose / oversized — affects fold behavior]
  GRAVITY BEHAVIOR: [how does it hang? where does it bunch? where does it pull?]
  DEFORMATION:      [how does it move when the character moves?]
  WEAR LEVEL:       [new / worn / damaged / destroyed]
  REFERENCE QUERY:  [specific search for this garment type in this condition]

FOLD AND DRAPE REFERENCE:
  Fabric folds follow physical law. Study the fold types:
  - Tension fold: fabric pulled between two anchor points — straight, taut
  - Pipe fold: fabric hanging from one point — cylindrical hanging forms
  - Zigzag fold: compression fold between two anchored points — accordion pattern
  - Half-lock fold: fabric bent over a knee or elbow — two-direction fold
  Search: "[garment type] fabric fold reference photography", "clothing drape physics reference"

SEAM AND STITCH REFERENCE:
  Real garments are assembled from pieces. Seams are structural — not decorative.
  - Where do seams naturally sit on this garment type?
  - What stitch type is used? (plain seam / flat-felled / overlock)
  - Are seams visible at the camera distance?
  Search: "[garment type] seam construction reference", "jacket seam detail close-up"

ACCESSORY REFERENCE:
  For every accessory (belt, buckle, zipper, button, lace, badge):
  - What material is it?
  - How does it attach to the garment?
  - What is its scale relative to the garment and body?
  Search: "[accessory type] detail reference macro photography"

6. Hair reference

Hair is one of the most complex assets on a character. It requires its own reference brief within the character brief.

HAIR SYSTEM TYPE:
  □ Polygon cards (most common for game real-time)
  □ Strand-based simulation (film, high-end real-time)
  □ Sculpted/painted (stylized, toon)
  □ Particle-based (engine-specific)

HAIR SHAPE REFERENCE:
  Overall silhouette: what is the hair's shape from front, side, and 3/4?
  Flow direction: which direction does the hair grow and fall?
  Volume distribution: where is the hair full? where is it flat?
  Search: "[hairstyle name] reference photography [angle]"

HAIR STRAND BEHAVIOR:
  For card-based hair: study how other artists break the hairstyle into card groups
  Search: "[hairstyle] hair card breakdown ArtStation game character"
  For strand-based: study the individual strand clump behavior
  Search: "[hairstyle] hair simulation reference photography close-up"

HAIR TEXTURE REFERENCE:
  Hair strand texture (for cards): individual fiber texture, sheen direction
  Scalp visibility: is scalp visible through the hair? at what density?
  Hair type: straight / wavy / curly / coily — each has completely different
             light interaction and clump behavior
  Search: "[hair type] strand macro photography reference", "hair texture close-up [type]"

HAIR COLOR REFERENCE:
  Hair color is not uniform. Identify:
  - Base color (the dominant mid-tone)
  - Highlight color (lighter strands, often warm)
  - Shadow color (darker at roots, scalp, underside)
  - Sub-surface color (translucent light-through color, usually warm)
  Search: "[hair color] photography reference natural light"

7. Scale and proportion verification

HEIGHT:               [total character height in cm]
HEAD HEIGHT:          [head height in cm — use as measurement unit]
HEAD COUNT:           [total height ÷ head height]
SHOULDER WIDTH:       [in heads or cm]
HIP WIDTH:            [in heads or cm]
HAND SIZE:            [palm = approximately face width for realistic humans]
FOOT SIZE:            [approximately equal to forearm length for realistic humans]

IN-ENGINE SCALE CHECK:
  Import alongside UE5 mannequin (175cm) before detailing begins.
  Key checkpoints:
  - Eye level: [target height in cm]
  - Shoulder: [target height in cm]
  - Hip: [target height in cm]
  - Hand at rest: [how far below hip centerline?]

8. Reference board layout

┌──────────────────────┬──────────────────────┐
│  PROPORTION &        │  ANATOMY &           │
│  SILHOUETTE          │  STRUCTURE           │
├──────────────────────┼──────────────────────┤
│  FACIAL REFERENCE    │  FACIAL TOPOLOGY     │
│  (photos + style)    │  (wireframe refs)    │
├──────────────────────┼──────────────────────┤
│  COSTUME + FABRIC    │  DEFORMATION ZONES   │
│  (per layer)         │  (joint range refs)  │
├──────────────────────┼──────────────────────┤
│  HAIR REFERENCE      │  SKIN + TEXTURE      │
│  (shape + strands)   │  (macro close-ups)   │
└──────────────────────┴──────────────────────┘

Image targets:

  • Hero game character (third-person, rigged): 80-120 images
  • Film/cinematic character: 100-150 images
  • Stylized/toon character: 50-80 images
  • Background NPC: 30-50 images

9. Pre-Modeling checklist

  • Proportion system documented, head count, limb ratios confirmed
  • Anatomy reference gathered for all relevant body zones
  • Facial reference: 5 style-matched faces studied in detail
  • Facial topology reference: wireframe examples found for this style
  • Expression reference gathered (if rigged)
  • Deformation zone reference found for all major joints (if rigged)
  • Every costume layer has its own reference cluster
  • Fabric fold behavior understood for each garment type
  • Hair system type decided, shape and texture referenced
  • Scale confirmed in cm, in-engine check planned
  • I can draw the character's silhouette from memory in under 60 seconds

Output

Save as ref-character_[charactername]_v1.md in the project folder.

Update to v2 after blockout, proportion errors found at blockout are still correctable. Found at detailing: expensive. Found at delivery: catastrophic.

Run ref-audit alongside this skill for a gap check before opening your DCC.

Download now (ZIP)

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