Agent skill

Sculpting

by arjun988 in arjun988/blender-skills

Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage.

MITAuto-check passedGame Development

Install Sculpting

skills CLI
$ npx skills add arjun988/blender-skills --skill sculpting -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install arjun988/blender-skills sculpting --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/sculpting .claude/skills/sculpting && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
sculpting
GitHub stars
275
Token cost
~1.1k tokens
SKILL.md length
433 words
Files
2 (incl. references)
Skills in repo
37
Repo updated
First seen
Licence
MIT

At a glance

Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage.

  • Works in 4 steps: Primary — Major form corrections (Grab,… → Secondary — Muscle, folds (Clay Strips,… → Tertiary — Skin texture, scales (Draw,… → …
  • High-frequency surface detail is needed before retopology in Blender via MCP
  • SKILL.md covers When to Sculpt, Workflow, Dyntopo vs Multiresolution and Brush Selection, plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Sculpting is an agent skill from arjun988/blender-skills. 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.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/brush-guide.md`).

It sits in Game Development, covering MCP servers. It works with Blender and Model Context Protocol. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • High-frequency surface detail is needed before retopology in Blender via MCP
  • Tasks that involve MCP servers

Example prompts

  • “/sculpting”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  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)

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Sculpting loads about 1.1k tokens when it runs, and up to ~1.3k if it reads all its reference files. Until then it costs about 57 tokens; SKILL.md has 433 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~57
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 433 words, ~1,058 tokens.

Download SKILL.mdSave it as .claude/skills/sculpting/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
sculpt, dyntopo, multires, brush, wrinkle, damage, organic detail, surface detail, alpha
metadata.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

SculptDon't Sculpt
Organic wrinkles, poresHard surface panel lines
Creature skin detailModular kit pieces
Damage, wear, dentsAnything needing clean UVs directly
Character likeness refinementLowpoly style assets
Hero asset micro-detailBackground props

Workflow

Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
    → Tertiary/Micro → Bake Maps → Retopology (if game asset)

Dyntopo vs Multiresolution

MethodUse WhenAvoid When
MultiresControlled detail levels; bake workflowNeed to preserve base topology exactly
DyntopoFreeform exploration; damage passNeed predictable polycount
Voxel RemeshReset topology mid-sculptFine detail already established

Default: Multires for production; Dyntopo for exploration passes only.

Brush Selection

BrushPurpose
DrawGeneral buildup
Clay StripsMuscle/form definition
CreaseWrinkles, folds, hard lines
GrabLarge form adjustments
Inflate/DeflateVolume control
ScrapePlanar flattening (hard surface sculpt)
Dam StandardSharp damage, scratches
LayerNon-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 TypeTechnique
ScratchesDam Standard, light strokes
DentsInflate negative + smooth
Chipped edgesScrape + Crease
Rust bubblesSmall Draw buildup
Fabric wearCrease along stress points
Show full SKILL.md (170 more words)Show less

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

TopicReferenceLoad When
Brush settingsreferences/brush-guide.mdDetail pass
Bake workflow../texture-workflow/SKILL.mdGame asset handoff

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in .claude/skills/sculpting of arjun988/blender-skills.

  • SKILL.md
  • references/brush-guide.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Sculpting next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Sculpting compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Sculpting this skillarjun988/blender-skills275—~1.1kAutomated safety check: PassMIT
Blender Modelermajiayu000/claude-skill-registry6661 repos~1.3kAutomated safety check: PassMIT
Scenario Orbit Viewsscenario-labs/skills9131 repos~2.3kAutomated safety check: PassMIT
Blender MCP Videomicky-li-hd/VideoCoCo115—~1.1kAutomated safety check: PassNone
Blender MCPTommy-yw/RunbookHermes5461 repos~1kAutomated safety check: PassMIT
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone

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Questions about Sculpting

What does Sculpting do?

Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Sculpting is an agent skill from arjun988/blender-skills. Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage.

When should I use Sculpting?

Sculpting fits situations like: high-frequency surface detail is needed before retopology in Blender via MCP; tasks that involve MCP servers.

How do I install Sculpting in Claude Code?

Run `npx skills add arjun988/blender-skills --skill sculpting -a claude-code`. Or copy the skill folder (.claude/skills/sculpting in arjun988/blender-skills) into .claude/skills/sculpting in your project. Claude Code loads it when a task matches its description.

How do I install Sculpting in Codex?

Run `npx skills add arjun988/blender-skills --skill sculpting -a codex`. Or copy the skill folder (.claude/skills/sculpting in arjun988/blender-skills) into .agents/skills/sculpting in your project. Codex loads it when a task matches its description.

Can I use Sculpting in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add arjun988/blender-skills --skill sculpting -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/sculpting, .gemini/skills/sculpting, .github/skills/sculpting and .opencode/skills/sculpting in your project.

What does Sculpting need to run?

SKILL.md names no scripts, command-line tools or credentials: Sculpting is instructions for the agent only.

Does Sculpting access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Sculpting safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Sculpting use?

Sculpting is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Sculpting use?

About 1.1k tokens (SKILL.md is roughly 4.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 282 tokens, read only when the agent opens those files.

What are the alternatives to Sculpting?

Skills that share tags, products or a category with Sculpting: Blender Modeler (majiayu000/claude-skill-registry, 666 stars), Scenario Orbit Views (scenario-labs/skills, 913 stars), Blender MCP Video (micky-li-hd/VideoCoCo, 115 stars) and Blender MCP (Tommy-yw/RunbookHermes, 546 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Sculpting?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 275 GitHub stars. The repository holds 37 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.