--- name: sculpting description: Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: sculpt, dyntopo, multires, brush, wrinkle, damage, organic detail, surface detail, alpha related-skills: retopology, character-artist, creature-artist, blender-modeler --- # Sculpting High-frequency surface detail pass. Know when to sculpt vs model vs bake. ## When to Sculpt | Sculpt | Don't Sculpt | |--------|--------------| | Organic wrinkles, pores | Hard surface panel lines | | Creature skin detail | Modular kit pieces | | Damage, wear, dents | Anything needing clean UVs directly | | Character likeness refinement | Lowpoly style assets | | Hero asset micro-detail | Background props | ## Workflow ``` Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail → Tertiary/Micro → Bake Maps → Retopology (if game asset) ``` ## Dyntopo vs Multiresolution | Method | Use When | Avoid When | |--------|----------|------------| | Multires | Controlled detail levels; bake workflow | Need to preserve base topology exactly | | Dyntopo | Freeform exploration; damage pass | Need predictable polycount | | Voxel Remesh | Reset topology mid-sculpt | Fine detail already established | **Default:** Multires for production; Dyntopo for exploration passes only. ## Brush Selection | Brush | Purpose | |-------|---------| | Draw | General buildup | | Clay Strips | Muscle/form definition | | Crease | Wrinkles, folds, hard lines | | Grab | Large form adjustments | | Inflate/Deflate | Volume control | | Scrape | Planar flattening (hard surface sculpt) | | Dam Standard | Sharp damage, scratches | | Layer | Non-destructive detail (if available) | ## Detail Pass Order 1. **Primary** — Major form corrections (Grab, Clay) 2. **Secondary** — Muscle, folds (Clay Strips, Crease) 3. **Tertiary** — Skin texture, scales (Draw, Alpha) 4. **Micro** — Pores, fine scratches (Alpha, Dam Standard) ## Alpha Workflow - Use tileable alphas for skin, leather, rock - Stamp at consistent scale for texel coherence - Combine alphas with different brush strengths - Bake alpha detail to normal map for game assets ## Hard Surface Sculpting - Scrape brush for planar surfaces - Crease for panel line softening - Dam Standard for impact damage - Trim brushes for precise cuts (if addon available) - Always retopologize or rebake after hard surface sculpt ## Damage & Wear | Damage Type | Technique | |-------------|-----------| | Scratches | Dam Standard, light strokes | | Dents | Inflate negative + smooth | | Chipped edges | Scrape + Crease | | Rust bubbles | Small Draw buildup | | Fabric wear | Crease along stress points | ## Performance - Hide unrelated objects during sculpt - Use matcap for fast feedback - Subdivide only active area (face, hands) - Bake and reduce multires for viewport performance ## MCP Integration 1. Duplicate base mesh to sculpt collection via MCP 2. Add multires modifier via MCP 3. Query polycount at each subdivision level 4. Export high-poly for bake handoff 5. Keep sculpt mesh separate from game mesh ## Handoff to Retopology Before retopo handoff provide: - Final sculpt at highest multires level - Decimated version for retopo reference - List of deformation zones requiring clean loops - Baked maps if bake-before-retopo workflow ## Constraints ### MUST DO - Start from clean base mesh with good topology - Work largest to smallest detail - Duplicate before sculpt destructive changes - Bake detail for game assets - Match detail level to camera distance ### MUST NOT DO - Sculpt lowpoly-style assets - Skip retopology for animated game characters - Subdivide entire mesh to level 6+ uniformly - Leave dyntopo mesh as final game asset - Sculpt without reference ## Reference Guide | Topic | Reference | Load When | |-------|-----------|-----------| | Brush settings | `references/brush-guide.md` | Detail pass | | Bake workflow | `../texture-workflow/SKILL.md` | Game asset handoff |