Agent skill · Workflow & Productivity

sculpting

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.

arjun988github.com/arjun988GitHub ↗
claude-codecursorMIT
Install
npx skills add arjun988/blender-skills --skill sculpting --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 4 KB
Bundled scripts: none
Version: 1.0.0
Declared author: https://github.com/arjun988
Path: .claude/skills/sculpting/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 71
Language: TypeScript

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 | | I

What's inside
Steps it walks through
  1. When to Sculpt
  2. Workflow
  3. Dyntopo vs Multiresolution
  4. Brush Selection
  5. Detail Pass Order
  6. Alpha Workflow
  7. Hard Surface Sculpting
  8. Damage & Wear
  9. Performance
  10. MCP Integration
  11. Handoff to Retopology
  12. Constraints
  13. MUST DO
  14. MUST NOT DO
Ships with 1 file
  • references/brush-guide.md
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About this skill
What does the sculpting skill do?

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.

How do I install it?

Run `npx skills add arjun988/blender-skills --skill sculpting --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From arjun988/blender-skills, a repository with 71 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going