sculpt-models
GitHubBlender 5.x 数字雕刻技能,支持角色、生物及环境资产的手动或脚本雕刻。涵盖多分辨率细节、重拓扑、烘焙及AI网格优化,遵循从大体到细节的工作流与硬性规范。
Trigger Scenarios
Install
npx skills add codepawl/creator-generalist --skill sculpt-models -g -y
SKILL.md
Frontmatter
{
"name": "sculpt-models",
"license": "MIT",
"description": "Sculpt characters, creatures, heads, rocks, cliffs, terrain and worn props in Blender 5.x, by hand or with bpy, or refine a Tripo mesh; multires, remesh, retopo, bake, silhouette check. Use for \"sculpt\"."
}
Sculpt Models
This craft skill owns digital sculpting: form, anatomy, surface detail, environment sculpts and the Blender 5.x
sculpt toolset, through to a retopologised and baked asset. It is called by 3d-generalist and model-characters.
Read local.md next to this file when it exists (machine paths).
When to use
- A character, creature, head or bust that must read as organic, not blobby or symmetric.
- Rocks, cliffs, terrain, bark, ruins, worn and damaged props.
- Refining an AI base mesh (Tripo Studio) or a scanned mesh: re-cutting planes, eyelids, mouth corners, folds.
- A realistic close-up asset from AI: generate in parts, retopo, bake to a low poly (
references/ai-mesh-to-game-ready.md). - Turning one picture (AI image, render, figurine photo, drawing) into a sculpt measured against it.
- Baking sculpt detail onto a low-poly mesh for a game engine, three.js or 67js.
Not this skill: stylised cartoon character sculpts step by step (~/.claude/skills/model-characters/references/sculpt-stylized.md),
machined parts at exact dimensions (model-parts-in-cad), drawing anatomy in 2D (draw-and-paint-art).
Order of work
- Reference first. Real photos or scans of the subject from several views (the
real resources firstrule): an animal, a rock type, a face type. Never sculpt a real thing from memory. - Decide the end state. Static (prop, environment, still) or deforming (rigged, animated); target face count and
where it ships (
references/blender-sculpt-tools.md, "Retopology and bake"). This decides every later step. - Block out primary forms from simple volumes at real scale, symmetry on, 5k to 20k faces, Voxel Remesh to unify.
Run
scripts/check_sculpt.pyand read the silhouette sheet before any detail. - Secondary forms: planes, landmarks, muscle groups, folds, fracture planes (
references/form-and-anatomy.md,references/surfaces-environment-and-hard-surface.md). - Break symmetry for anything alive, then Multires for tertiary detail in distinct layers by scale.
- Retopologise or decimate, then bake normals (and displacement where detail changes the silhouette).
- Check again (below) at the final camera distance, then hand the asset to
rig-charactersor the scene.
Hard rules
- Big to small, always. No detail on a form whose silhouette has not passed.
- No global noise displace on a primitive as "sculpting": masses are built as volumes first.
- No perfect mirror on anything alive; no random vertex jitter as "asymmetry".
- Detail comes in distinct scales with rest areas between; one-frequency noise everywhere fails.
- Eyes, lids, lips, ears and nostrils have thickness and structure (
references/form-and-anatomy.md§2). - A sculpt that must deform is retopologised; a static one may be decimated. Never rig raw Dyntopo or voxel topology.
- Apply scale before sculpting; a scaled object stretches every stroke.
Check gate (run before showing anyone)
blender -b <file.blend> --python scripts/check_sculpt.py -- [--object Name] [--out <folder>]
blender -b --python scripts/check_sculpt.py -- --import model.glb --out <folder>
It prints faces, scale, non-manifold edges, loose vertices, mirror error and surface busyness, and writes a silhouette sheet (8 angles plus top and bottom) and a matcap and studio sheet. Exit 1 means a measured check failed. Then look (more than about 5 pictures go through a frame-reading subagent):
- The silhouette reads as the subject from every angle, at thumbnail size.
- Under the raking studio light, forms are planes and landmarks, not mush; nothing is lumpy noise.
- Squint: only primary and secondary forms remain, with a clear value pattern.
- Flip the front view horizontally: proportion and tilt errors pop out.
- At the final output size, delete detail nobody will see; keep what reads.
Tests: bash tests/test_check_sculpt.sh (a clean fixture passes, a broken one fails on scale and a loose vertex).
Worked procedural example: blender -b --python scripts/procedural_rock.py -- --out rock.blend (joint-set cuts, corner chips, masked layered displacement, QuadriFlow or Decimate low copy).
References
| Need | Read |
|---|---|
| Blender 5.x brushes, remesh, Dyntopo, Multires, masks, face sets, bake, retopo, sculpting through bpy | references/blender-sculpt-tools.md |
| Form hierarchy, heads, bodies, creatures, asymmetry, stylisation, procedural and AI-mesh routes | references/form-and-anatomy.md |
| One image to a sculpt: views, registration, screening, staged fitting, IoU and normal-error targets | references/image-to-sculpt.md |
AI high-poly in parts to a baked low poly: Tripo Studio steps, scripts/bake_ai_mesh.py, detail normal, roughness |
references/ai-mesh-to-game-ready.md |
| Skin and surface layers, cloth folds, rocks, cliffs, terrain, bark, hard surface, stamps | references/surfaces-environment-and-hard-surface.md |
| Stylised cartoon character sculpt, step by step | ~/.claude/skills/model-characters/references/sculpt-stylized.md |
| Which detail method is cheapest (texture, displacement, scatter, cards, model) | ~/.claude/skills/3d-generalist/references/assets-and-kitbash.md |
Version History
- 7235f50 Current 2026-11-13 18:23


