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SKILL.md

blender-sculpting

Agent skill fromEL4CTEO/blender-skills

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.

How to install blender-sculpting

install blender-sculpting
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills

# or add only this skill to Claude Code: copy the folder

skills/blender-sculpting/

# into

~/.claude/skills/blender-sculpting/ (all projects)

.claude/skills/blender-sculpting/ (one project)

skills/blender-sculpting/SKILL.md

MITFull file
1# Sculpting
2
3The execution model is in `blender-core`. The handoff goes to `blender-retopology-uv` → `blender-texture-baking`.
4
5## Agents: what you can and can't do
6- **Sculpt Mode operators crash Blender in background mode** (`-b`), including `mesh_filter`. Never enter Sculpt Mode headless.
7- 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.
8- 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.
9
10## Professional workflow
111. **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.
122. **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.
133. **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.
14…

Excerpt shown under the repository's MIT license.

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