Agent skill

Scenario Maya Retopology Uv

by scenario-labs in scenario-labs/skills

A skill your agent uses when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo…

MITAuto-check passedGame Development

Install Scenario Maya Retopology Uv

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-maya-retopology-uv -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-maya-retopology-uv --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-retopology-uv .claude/skills/scenario-maya-retopology-uv && 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
scenario-maya-retopology-uv
GitHub stars
946
Token cost
~5.1k tokens
SKILL.md length
2,049 words
Files
7 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo…

  • Works in 9 steps: Intake, read only.… → Map. Landmarks, ring counts per opening,… → Build per part. → …
  • Turning a dense sculpt
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Maya Retopology Uv is an agent skill from scenario-labs/skills. Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth…

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Turning a dense sculpt
  • AI-generated mesh into animation-ready
  • Game-ready topology in Maya without a mouse (clean up this AI mesh
  • Retopo this character

Example prompts

  • “clean up this AI mesh”
  • “retopo this character”
  • “/scenario-maya-retopology-uv”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Intake, read only. mx_audit.audit(source); the source stays the bake source. RU.prep_source makes the working copy (weld, soften, report…
  2. Map. Landmarks, ring counts per opening, joint stations, flows (mouth corner under the cheek; neck along the sternocleidomastoid, clavicle…
  3. Build per part.
  4. Relax, center, mirror. RU.relax_project, RU.snap_center, RU.mirror_half (weld 0.001, antCGi QW8w15J00Ok [00:02:56]); combine symmetric…
  5. Gate the topology. RU.retopo_report plus wire and clay sheets in the source's views.
  6. Deformation-ready gate, before UVs (antCGi unwraps after it). RU.deform_test(mesh, chain, bends, review_dir=...) per limb (elbow and knee…
  7. UVs. Seams as edge loops (RU.loop_keys, RU.cut_seams): neck base, head slits, inside the mouth, sleeve line, back of the arm, wrists…
  8. Density and packing. RU.density_from_camera (film) or RU.density_for_budget (games); RU.set_texel_density (head bias in games)…
  9. Bake prep. RU.harden_uv_borders, RU.bake_check, RU.make_cage or RU.project_to_surface, RU.bake_copy, RU.overlap_review(low, high, out)…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Maya Retopology Uv loads about 5.1k tokens when it runs, and up to ~39k if it reads all its reference files. Until then it costs about 142 tokens; SKILL.md has 2,049 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~142
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~39k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,049 words, ~5,073 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-maya-retopology-uv/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
scenario-maya-retopology-uv
description
Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.
license
MIT

Maya retopology and UVs

Expert retopology is a loop plan with the fewest polygons that still deform: landmarks first, rings around eyes and mouth, three loops per joint, poles where nothing moves, a bend test that says whose fault a bad crease is. Expert UVs spend texels where the camera looks, at a density derived from the closest shot, with padding that survives mips. Without a mouse the agent reuses approved topology, builds from data, and measures then renders every stage. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-maya-expert (execution channel, review loop, 2027 version traps). Toolkit: scripts/mx_retopology_uv.py (import mx_retopology_uv as RU), built on mx_audit, mx_review and mx_run.

Status (2026-09-24): every Maya call is not yet run in Maya (not installed); 99 pure and 40 fake-Maya checks pass offline. First run tests/code/maya-retopology-uv/run_all.sh, then fix what job_probe_commands reports.

Stance (the expert delta)

  • Landmarks first, big polygons, then fill like a puzzle. FlippedNormals: starting small is "a terrible way to work"; loose is recoverable, tight is not (9N4rG5qHWgk [00:01:05] [00:02:07]). The loop map is data before any vertex; a template fit is gated at base density before spans are added.
  • Reuse approved topology. FlippedNormals carry one perfect hand, ear or base mesh to every model ([00:10:11]); Jessica Dru Johnson's standard base cut face skinning from three days to 30 minutes (ZiYEO49B768 [00:58:51]). Quad Draw substitute: RU.fit_template.
  • No automatic topology on what deforms. On a face it "will look normal, but it's not" (FlippedNormals [00:23:15]); automatic is for parts that do not animate ([00:22:13]). Retopologize serves props, armor plates, static cloth; on a torso or loose coat it is a flagged start that must pass the deformation gate.
  • Isolate and bound deformation. Concentric rings around eyes and mouth, one control plus two support loops per joint, a flat loop from lip corner to jaw corner against shearing (Jessica [01:15:51] [01:30:10]), equal lid loop counts (FlippedNormals [00:21:41]). Poles in still areas or skin folds ([00:12:45]); triangles only in cavities; never n-gons: ZBrush triangulates them and blend shapes break ([00:05:31]).
  • Test the bend before handoff, blame the right artist. antCGi: loops running along a joint (wrist, ankle, hip crease) are the modeler's fix; volume lost at a correctly looped hinge is the rig's, for correctives; prove it by swapping topology under identical weights (x07USYlvu2o [00:10:27] [00:16:24]). Fit lids over the real eyeballs, with enough loops to curve over the cornea on a blink ([00:15:18]; RlNnp4qQIrU [00:08:24]). Shear (Jessica [01:13:06]) judges face hinges; on limbs a linear blend shears even perfect rings [added, measured].
  • Retopologize traps (Maya 2027 Help). polyRetopo re-runs on edits and file open: delete history; Pause the node while changing several attributes. Preprocess Mesh (default on) smooths detail: noisy 100k+ triangle input only. Hard surface 1 / 1 / 0. Never half a mesh. Edge component tags steer flow.
  • Texel density from the closest camera. Paulino: frame the reference piece at the closest shot, double its screen pixels, round to a power of two, Get/Set on every shell (iL2iXizf9xM [00:02:33]). Film: one density, UDIMs. Games: uniform, scale up the head, stack mirrored shells (MLC s_KLbTUdKms [00:10:57]).
  • Padding is a mip problem; bake prep is geometry. 4 px between shells, 2 px to the border, doubled per mip step; Room space stays 2 px (Maya 2027 Help). Hard edges on UV seams, one triangulation for bake and export, the whole mirrored model baked with mirrored UVs one tile over (Polycount), a low that hugs the high (On Mars YDu9pYMkkSM [00:17:45]).

Establish first

InputWhy it changes the planDefault when the brief is silent
Purposefilm cage subdivided at render vs real-time triangles plus bakesreal-time
Deformation, engineface rig, blend shapes; one extra mouth-corner span forced a fifth influence (Jessica [00:59:24])face and limbs deform; 4 influences, confirm with scenario-maya-rigging
Budgettriangles from the lead (Polycount); "exactly as high as needed" (FlippedNormals [00:13:46])propose one from screen coverage, as an assumption
Closest shottexel density1920 x 1080, 85 mm on the head (Paulino)
Texturesmap size, 0-1 or UDIM, lowest mip, strategy (optimized, technical, continuous)games: 0-1 seen at a quarter size; film: 4K UDIMs; characters continuous
Template, eyesbase mesh; eyeballs to fit lids onask scenario-maya-modeling for a primitive-blocked base and eyeballs
Poseneutral face, relaxed A-pose, eyes forward (Jessica [01:00:30]; antCGi e74KphYwMww [00:07:39])report a posed source

Clothes fused to the body (AI meshes). Tight garments become body topology with loops on the garment lines; loose layers get their own tube or template projected onto the fused source [added]; plates may slide but the torso stays one piece (Jessica [00:44:17]); wrinkles that never animate go to Retopologize or the bake (FlippedNormals [00:22:13]).

Workflow

  1. Intake, read only. mx_audit.audit(source); the source stays the bake source. RU.prep_source makes the working copy (weld, soften, report non-manifold); a broken source is rebuilt or used only as projection target (P2). Orient by the transform (cm, Y-up, +Z front, feet at 0). GATE: numbers written; clay sheet looked at.

  2. Map. Landmarks, ring counts per opening, joint stations, flows (mouth corner under the cheek; neck along the sternocleidomastoid, clavicle to skull back, antCGi RlNnp4qQIrU [00:09:32] [00:37:43]), a method per part. GATE: the map is JSON before any geometry.

  3. Build per part.

    PartMethodCall
    Face, head, hands, body with a baselandmark fitRU.fit_template
    Limbs, fingers, sleeves, skirts, tailsplane sections, 1 + 2 loops per jointRU.limb_stations, RU.build_tube
    Props, armor plates, static clothRetopologizeRU.retopologize(mesh, faces, hard_surface=...)
    Torso or face without a baseprimitive base from scenario-maya-modeling, then fitRetopologize only as a flagged start for Quad Draw (gui-paths.md)

    Then cavities: mouth bag, nostrils, eye pouch (FlippedNormals [00:25:16] [00:27:22]). GATE: mx_audit.verdict clean per part.

  4. Relax, center, mirror. RU.relax_project, RU.snap_center, RU.mirror_half (weld 0.001, antCGi QW8w15J00Ok [00:02:56]); combine symmetric parts (e74KphYwMww [00:24:32]). GATE: no center drift, symmetry 100%.

  5. Gate the topology. RU.retopo_report plus wire and clay sheets in the source's views.

  6. Deformation-ready gate, before UVs (antCGi unwraps after it). RU.deform_test(mesh, chain, bends, review_dir=...) per limb (elbow and knee at 90 and 130 degrees, wrist, ankle, hip; twist judged mid-limb, never at shoulder or wrist, x07USYlvu2o [00:08:40]), kind="hinge" for jaw open, RU.lid_check(head, eyeball). Proxy weights, no skinCluster: binds are scenario-maya-deformation's. GATE: no topology verdict, lids ok, pose sheets looked at; rig verdicts travel as notes; prove a fix with RU.compare_variants (P19, P20).

  7. UVs. Seams as edge loops (RU.loop_keys, RU.cut_seams): neck base, head slits, inside the mouth, sleeve line, back of the arm, wrists, waist, inner legs, boot tops, soles (MLC [00:01:37] to [00:08:05]); cloth on its real seams (Paulino [00:05:16]). RU.unfold, RU.optimize; limb shells RU.orient_shell then RU.straighten_rows (MLC [00:04:49]); RU.mirror_uvs(mode="mirror"). GATE: planned shells, no folds, distortion in band.

  8. Density and packing. RU.density_from_camera (film) or RU.density_for_budget (games); RU.set_texel_density (head bias in games); RU.layout(scale_mode="off") with RU.mip_padding; UDIMs, or RU.mirror_uvs(mode="stack", offset_u=1.0) for game bakes, never where AO or a logo differs; RU.lightmap_set. GATE: RU.uv_report ok; UV and RU.checker_review sheets looked at.

  9. Bake prep. RU.harden_uv_borders, RU.bake_check, RU.make_cage or RU.project_to_surface, RU.bake_copy, RU.overlap_review(low, high, out) (P21). GATE: high inside the cage, hard edges only on seams, one triangulation, silhouettes match.

AI character end to end: procedure P18.

Show full SKILL.md (843 more words)Show less

Numbers

ItemValueRelative to, source
Joint loops1 control + 2 support; knuckles 3 eacheach bend (Jessica [01:15:51] [01:17:34])
Lids, lipsupper count = lower countFlippedNormals [00:21:41]; antCGi RlNnp4qQIrU [00:05:22]
Mirror, centerweld custom 0.001; drift band 1e-4 to 1e-2 cm, snap to 0antCGi QW8w15J00Ok [00:02:24]; FlippedNormals [00:19:06]
Retopologizehard surface 1 / 1 / 0; Preprocess for 100k+ tris; tolerance under 10% is slowMaya 2027 Help
Texel density2 x screen px at the closest shot, power of twoPaulino [00:02:33]
Maps, padding4K tiles, odd shell at half scale on 8K; 4 / 2 px, x2 per mip (2048 seen at 512: 16 / 8)Paulino [00:05:48]; Maya 2027 Help
Hard edges, mirrorevery UV seam, bends over ~45°; mirrored UVs 1 unit overPolycount
Deformation [added]joint loop within 20° of the bone, no spiral over 15°, 0.8 of an ideal ring's area kept; hinge mean shear under 10°; faces under 0.3 area collapse; an ideal ring under 0.7 is a rig noteorganic digest; scenario-maya-deformation
Lids [added]nothing inside the eyeball at rest or blink, vertices and edge midpoints; gap under 0.1 eye radiusantCGi x07USYlvu2o [00:15:18]
Gates [added]deviation under 10% of mean edge; UV area ratio 0.5 to 2, anisotropy under 2; density within 10%; packing 0.7; 3+ clean rings per opening; silhouettes differ under 2%this skill

Quality gates

In code (MAYA, not yet run in Maya):

python
rep = RU.retopo_report("body_geo", "scan_high", openings={"eye_L": {"point": (3.2, 163, 8.5)}},
                       joints={"elbow_L": {"center": (45, 140, -2), "axis": (1, 0, 0), "radius": 6}})
dt = RU.deform_test("body_geo", [shoulder, elbow, wrist, hand_tip],
                    [{"name": "elbow_130", "joint": 1, "angle": 130, "axis": (0, 1, 0)}])
lid = RU.lid_check("body_geo", "eyeL_geo")
uv = RU.uv_report("body_geo", 4096, smallest_mip=1024, target_density=20.48, images_dir="/abs/out/uv")
print(rep["fails"], dt["verdict"], lid["fails"], uv["fails"])     # full arguments: procedures.md

Topology: 0 n-gons, no polyRetopo history, 3+ clean rings and equal halves per opening, 3 loops per joint band, triangles only in cavities, eyes denser than the cranium, no center drift, no topology verdict. UVs: all faces mapped, no unintended overlap, padding at the lowest mip, density on target, hard edges only on seams (games). Visual: wire and clay sheets (rings close, even squares); pose sheets (creases where anatomy creases, no pinching); UV sheets; checker in three views plus the closest shot; overlap diff images (red: high outside the low). Score with references/critique.md.

Common mistakes

MistakeLooks likeFix
Retopologize on a faceplausible grid, no ringstemplate fit; openings gate
polyRetopo history keptmesh re-solves on edit or openRU.retopologize deletes it
All hard edges on a scan or AI meshRetopologize fails or crawlsprep_source softens all
Cleanup and Merge on internal facesendless non-manifold loopselect-mode Cleanup, delete by hand, or Boolean Volume (P2)
Wrist or ankle bend sent to the riggerloops along the joint patched with correctivestopology verdict: reroute loops across it, A/B
Clean rings rebuilt for volume losssame elbow collapserig verdict: corrective note for scenario-maya-deformation
Lids modeled without the eyeballlid pops through on a blinklid_check, add lid loops, refit
Center drift; relax after UVsmirror seam; textures swimsnap_center first; relax before UVs or transfer_uvs
Straighten UVs on a whole shell"this mess"orient, align rows, pin, optimize the interior (MLC)
Unfold refuses a mesh that audits manifoldUnfold3D abortsit unfolds a triangulated copy: triangulate a duplicate, select-mode Cleanup
Layout Uniform after density; stacked unique bakesdensity changed; mirrored AOscale_mode="off"; stack by strategy, offset 1 tile
Half model baked, two triangulationscenter seam, zig-zag shadingwhole mirrored model; bake_copy

Handoffs

  • Receives from scenario-maya-modeling (base meshes, eyeballs, mx_validate(profile="model") clean), scenario-zbrush-expert (real scale, neutral; posed sources go back), scenario-3d (FBX or OBJ [verify glTF]; its remesh only for static parts); loop faults back from scenario-maya-deformation with pose and numbers.
  • Delivers to scenario-maya-rigging and scenario-maya-deformation: a new version, <part>_geo frozen without history, cm, Y-up, centered, feet on the grid, eyes separate and forward, mouth bag, symmetric parts combined; retopo_report, deform_test (rig notes: hinges needing correctives) and lid_check JSON, wire and pose sheets.
  • Delivers to scenario-maya-lookdev: UV sets, px/cm, UDIM table, the bake package (high, triangulated bake copy, cage, offsets, tangent basis: MikkTSpace for Unreal and Unity; Arnold normal_map has a MikkTSpace mode from MtoA 5.6.1.1, Maya 2027.1), uv_report JSON.

Maya 2027 notes

  • Quad Draw is interactive only (Make Live first); its 2027 hotkey table is lost, so gui-paths.md's 2018 panel is [verify]. polyRetopo flags are unsaved: RU.call passes only flags cmds.help lists. Flow Retopology (cloud, 2027.1) needs a sign-in: not headless. Reduce is decimation.
  • Broken source: Mesh > Booleans Volume mode with a Voxel size (2026) rebuilds watertight but needs a second input; Mesh > Remesh evens the spread before Retopologize.
  • Unfold3D is the default, refuses non-manifold meshes, pins unselected UVs (Legacy: selected only). Relax is Optimize > Legacy. Texel Density needs Map Size first; Measure has Pixel Distance.
  • dgaTension (2026.3) measures stretch against a reference mesh for a heat map (RU.tension_node, attributes [verify]). A hand-made test bind leaves Skin Tools layers uninitialized (the default), so skinPercent floods work; on a skinned mesh delete Non-Deformer History, never History (antCGi [00:12:41]).

References

  • references/procedures.md: full code P0 to P21 with test paths. Load before writing code.
  • references/expert-notes.md: principles by expert, disagreements, deciding conditions. Load when planning a face, body, clothes, a deformation test or a mapping strategy.
  • references/critique.md: the self-review rubric. Load at every review.
  • references/gui-paths.md: menus, hotkeys, tool settings (Quad Draw, Retopologize, test bind, UV Toolkit).
  • references/sources.md: every source with credentials, URL and timestamps.

© scenario-labs, 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 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-retopology-uv of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/mx_retopology_uv.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Maya Retopology Uv 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.

Scenario Maya Retopology Uv compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Maya Retopology Uv this skillscenario-labs/skills946—~5.1kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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    A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    scenario-labs/skills

    A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Questions about Scenario Maya Retopology Uv

What does Scenario Maya Retopology Uv do?

A skill your agent uses when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo…. Scenario Maya Retopology Uv is an agent skill from scenario-labs/skills. Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking.

When should I use Scenario Maya Retopology Uv?

Scenario Maya Retopology Uv fits situations like: turning a dense sculpt; AI-generated mesh into animation-ready; game-ready topology in Maya without a mouse (clean up this AI mesh; retopo this character.

How do I install Scenario Maya Retopology Uv in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-maya-retopology-uv -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-retopology-uv in scenario-labs/skills) into .claude/skills/scenario-maya-retopology-uv in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Maya Retopology Uv in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-maya-retopology-uv -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-retopology-uv in scenario-labs/skills) into .agents/skills/scenario-maya-retopology-uv in your project. Codex loads it when a task matches its description.

Can I use Scenario Maya Retopology Uv 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 scenario-labs/skills --skill scenario-maya-retopology-uv -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-maya-retopology-uv, .gemini/skills/scenario-maya-retopology-uv, .github/skills/scenario-maya-retopology-uv and .opencode/skills/scenario-maya-retopology-uv in your project.

What does Scenario Maya Retopology Uv need to run?

Going by SKILL.md and its folder, Scenario Maya Retopology Uv needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Maya Retopology Uv access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Maya Retopology Uv 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Maya Retopology Uv use?

Scenario Maya Retopology Uv 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 Scenario Maya Retopology Uv use?

About 5.1k tokens (SKILL.md is roughly 20k 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 34k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Maya Retopology Uv?

Skills that share tags, products or a category with Scenario Maya Retopology Uv: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Maya Retopology Uv?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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