Agent skill

Scenario Zbrush Paint Render

by scenario-labs in scenario-labs/skills

A skill your agent uses when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or…

MITAuto-check passedGame Development

Install Scenario Zbrush Paint Render

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-zbrush-paint-render -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-zbrush-paint-render --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/zbrush/scenario-zbrush-paint-render .claude/skills/scenario-zbrush-paint-render && 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-zbrush-paint-render
GitHub stars
946
Token cost
~4.6k tokens
SKILL.md length
1,947 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 polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or…

  • Works in 10 steps: Preflight. paint_state() (level, points,… → Setup and base. set_paint_mode("rgb")… → Zone map. Parts (eyes, scarf, teeth,… → …
  • Polypainting in ZBrush (skin color zones
  • 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 Zbrush Paint Render is an agent skill from scenario-labs/skills. Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.

Its SKILL.md is about 4.6k 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, covering Data warehousing. 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

  • Polypainting in ZBrush (skin color zones
  • Baking polypaint to a texture
  • Rendering a ZBrush model with BPR
  • Making render passes

Example prompts

  • “/scenario-zbrush-paint-render”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Preflight. paint_state() (level, points, UVs, texture display), recommend_map_size(points), texture_off(), save a ZTL. GATE: top level…
  2. Setup and base. set_paint_mode("rgb") (Zadd and Zsub off), fill(colour, 100): a dull skin base (FlippedNormals, doc) or pure yellow for…
  3. Zone map. Parts (eyes, scarf, teeth, clothes): fill_subtools. Polygroups: review with polypaint_from_polygroups(), fill exactly with…
  4. Cover and breakup. Skin color at 20 to 40 percent over the zones (doc RGB about 30; Pablo's low-opacity cover); breakup from zone-image…
  5. Mask passes with mask_pass: cavity darker and redder at 20 to 40 percent; PeaksAndValleys (PVRange 14) or Smoothness with a pale warm…
  6. Focus and finish. Eyes: an iris image (dark ring, lighter bottom, darker top, lighter toward the pupil) projected onto the eye SubTool…
  7. Deliver the color. texture_from_polypaint(path, side, flip_v=True) needs UVs (UV Master on a clone, Paste UVs keeps polypaint); or OBJ…
  8. Render. Save, set_document_size (small for tests; Resize clears the canvas, the function redraws), render_setup (perspective, shadows…
  9. Passes and turntable. export_bpr_pass (may open a dialog); clown pass by subtool_solo_views plus id_pass (paint and polygroups untouched)…
  10. Portfolio and report. Gray form views (colorize_all(False), zb_review.review, restore), albedo and beauty views, ID pass, turntable, one…

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 Zbrush Paint Render loads about 4.6k tokens when it runs, and up to ~30k if it reads all its reference files. Until then it costs about 108 tokens; SKILL.md has 1,947 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~108
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~30k

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). 1,947 words, ~4,569 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-zbrush-paint-render/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
scenario-zbrush-paint-render
description
Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.
license
MIT

ZBrush paint and render (texture and presentation artist)

Expert paint in ZBrush is observation made systematic: color zones placed by what lies under the skin, pushed enough to survive the shader, judged on neutral and flat views, and baked at a resolution the mesh can hold. For an agent without a tablet most of it is buttons: fills at a chosen intensity through generated masks, zone images projected onto the mesh, and renders that are both measured and looked at. 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-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).

Stance (the expert delta)

  • Paint last, at the top level. Polypaint is one color per vertex: a lower level paints blurry, adding levels afterwards breaks it, and the map follows the point count (about 4M points per 2K map; 4K is wasted there) (FlippedNormals).
  • Judge on neutral and flat. SkinShade4 or MatCap White01, plus Flat Color. A tinted MatCap makes you overcompensate and the export looks wrong elsewhere (FlippedNormals, Pablo).
  • Structure before beauty. Start with a pure yellow, red and blue zone map placed by anatomy: bone and fat yellow, thin tissue red, hollows blue, more blue low on a man. Then cover it with skin color at low opacity so the zones shimmer through (Pablo). For an agent this is also the route that can be checked in numbers.
  • Masks are "the real trick" (Pablo): generator, Mask Adjust, Inverse, color through the mask. The agent's big soft brush is FillObject at low RGB Intensity through the inverted mask: it scales with RGB Intensity (FlippedNormals), Pavlovich fills through an inverted AO mask, and the tooltip reads "Fill 3D Object Masked".
  • Saturation is the stylization dial (Pablo); paint to be diluted (FlippedNormals). Shaders wash polypaint out. Pick the final renderer before deciding how far to push, and keep realistic skin under the middle of the picker.
  • Contrast directs the eye. The strongest value or saturation contrast goes to the eyes, and the eyes and mouth get the most time (FlippedNormals).
  • Small and fast, then big and slow (Pavlovich). Test small at a high Error Threshold, compare renders side by side, and rebuild the beauty from passes instead of re-rendering.
  • Visibility traps (Maxon docs). A displayed texture hides polypaint. In Redshift only Polypaint materials show paint (Use Material Color 0, white Base), SSS Weight 1 hides it, and MatCaps show no texture.

Establish first

InputChangesDefault when the brief is silent
Purpose: game albedo, film lookdev reference, stills, color print, concept paintoverwhether painted shadow is allowed; map size; deliverablepresentation stills, color kept as polypaint
Renderermaterials, passes, turntable routeBPR. Redshift is a separate application and mx1 product list shows it uninstalled on this Mac (2026-09-24); ask before installing it
Stylesaturation target, zone simplificationthe upstream skill's style: scenario-zbrush-character-creature is realistic, scenario-zbrush-stylized is stylized
Subject: sex, age, build, skin tonezone layout and huesask once; if still silent, assume an adult of average build with light skin and say so
Color deliverableUVs, map size, Flip Vvertex color; add a texture only when UVs exist
Imagesdocument size, views, turntable1920 x 1080 (Pavlovich); front, three-quarter, profile and back; turntable 36 frames for review, 180 (Movie default) at 30 fps for delivery [added]

Workflow

Toolkit: scripts/zb_paint.py, ZBrush-side functions through zp.remote("name", ...); full code in references/procedures.md. Save a versioned ZTL after every stage: there is no undo control.

  1. Preflight. paint_state() (level, points, UVs, texture display), recommend_map_size(points), texture_off(), save a ZTL. GATE: top level, map_budget(points, side) passes, v001 on disk. Divide now if needed, never after painting.
  2. Setup and base. set_paint_mode("rgb") (Zadd and Zsub off), fill(colour, 100): a dull skin base (FlippedNormals, doc) or pure yellow for the zone route (Pablo). GATE: the Flat front shows the fill color; Colorize reads on.
  3. Zone map. Parts (eyes, scarf, teeth, clothes): fill_subtools. Polygroups: review with polypaint_from_polygroups(), fill exactly with zone_fill_by_split() (Duplicate, Groups Split, fill each piece, Project All back with Colorize on). Anatomy on one mesh: skin_zone_plan → zone_image → polypaint_from_image (planar UVs, before real UVs); synthesized Color Spray strokes as the fallback. GATE: skin_zone_checks(stage="zones"): forehead yellower than midface, midface redder, a man's lower third bluer, each by at least one JND (2.3 Lab); visually a clown on purpose (Pablo), every zone on its anatomy.
  4. Cover and breakup. Skin color at 20 to 40 percent over the zones (doc RGB about 30; Pablo's low-opacity cover); breakup from zone-image noise or Color Spray strokes. GATE: stage="covered": no clown (at most 5 percent of skin pixels above saturation 0.75 [added]), speckle present.
  5. Mask passes with mask_pass: cavity darker and redder at 20 to 40 percent; PeaksAndValleys (PVRange 14) or Smoothness with a pale warm fill; ao_plugin mask with a purple-red undertone (ping after). Pablo's Adjust Colors is a dialog [verify live_p06]; a low fill through the same mask replaces it. Mask data cannot be read: prove a mask with mask_coverage(masked, cleared). GATE: each pass shifts the region statistics a little, together they read as skin, back of the head included.
  6. Focus and finish. Eyes: an iris image (dark ring, lighter bottom, darker top, lighter toward the pupil) projected onto the eye SubTool, then slight divergence; lips; selective darkening only where light never reaches unless the renderer adds no AO; a 5 to 10 percent wash for realism. GATE: final skin_zone_checks with eye contrast, then the Flat, SkinShade4 and MatCap White01 sheets (paint_review) judged with references/critique.md.
  7. Deliver the color. texture_from_polypaint(path, side, flip_v=True) needs UVs (UV Master on a clone, Paste UVs keeps polypaint); or OBJ vertex color; or Substance Bridge Send PolyPaint. GATE: map budget passes, an asymmetric mark lands where expected, file on disk.
  8. Render. Save, set_document_size (small for tests; Resize clears the canvas, the function redraws), render_setup (perspective, shadows, AO), bpr_render or paint_views(..., "bpr") for matched views. GATE: render_checks pass and the renders were looked at at 100 percent.
  9. Passes and turntable. export_bpr_pass (may open a dialog); clown pass by subtool_solo_views plus id_pass (paint and polygroups untouched); composite (shadow and AO Multiply through the mask); turntable_frames in short chunks, assemble_turntable. GATE: every frame upright with constant framing; the composite beats the beauty toggled against it.
  10. Portfolio and report. Gray form views (colorize_all(False), zb_review.review, restore), albedo and beauty views, ID pass, turntable, one sheet. Report what was measured, what was only looked at, what did not run.
Show full SKILL.md (862 more words)Show less

Numbers

ValueRelative toSource
About 4M points per 2K map; 2K = 4M pixels, about 3M usable at 70 percent UV coveragemap side vs vertex countFlippedNormals 00:30:32; doc
FillObject at N percent RGB Intensity = N percent blendthe current colorFlippedNormals 00:02:51
Zones at RGB about 30, wash about 10; cover Draw Size 150, zones 100 or lessbrush strokesdoc Painting a Head
PVRange 14Mask PeaksAndValleysPablo 01:26:37
Map Border high (frames 4 and 16), FlipV onMulti Map ExporterFlippedNormals 00:31:22
1920 x 1080 final; 1280 x 720 or 720 x 405 tests; 3200 x 2133 postcard; inches x 300 ppi printdocumentPavlovich; doc
Error Threshold 0.01 final, 1 tests (4 s vs 9 s); Progressive 64, 25 with denoiseRedshiftPavlovich 040h 00:44:03
Main light 0.1 (never 0) with an HDRI; EXR gamma 2.2; macOS Redshift gamma 1.8Light, BackgroundPavlovich 00:23:12; doc
Crease Level one below SmoothSubdiv (3 and 4)soft edge highlightPavlovich 00:21:26
Movie Turntable 180 frames by defaultMovie > ModifiersPavlovich FvpG 00:19:56
Realistic mean HSV saturation < 0.5skin regions, Flat renderPablo 01:10:30 (middle of the picker)
1 JND = 2.3 Lab; clown share 5 percent; L* span 50; clipping 0.5 percent; noise sigma 2gates[added], calibrate on live renders

Quality gates

  • Measurable: paint_state (top level, Rgb on, Zadd off, texture off); map_budget; mask_coverage above 0 before a masked fill; skin_zone_checks on a front Flat render with head_regions_front() or regions projected from landmarks; render_checks (framing, value span, clipping, noise); upright_score on turntable frames with a top marker; files on disk with sizes.
  • Visual: Flat, SkinShade4 and MatCap White01 sheets in five views for color, and the BPR or Redshift beauty for the final read. Check each at 100 percent for breakup and edges, and as a thumbnail for zones and values. Look for beige or clown, lips, eye focus, the back of the head, bruises, cut shadows and grain. The rubric is references/critique.md.

Common mistakes

MistakeLooks likeFix
Painting below the top level, or dividing afterwardsblurry, pixelated paint; artifactspaint last at the top level; divide first
Judging on a tinted MatCapcolors fine in ZBrush, wrong elsewhereSkinShade4, MatCap White01, Flat Color
Mrgb left on while paintingthe review MatCap no longer shows; material painted inRgb only while painting; M or Mrgb fills only for render materials, on a saved ZTL [added]
Gray sheet of a painted modelcolor shows on MatCap Graycolorize_all(False), then restore
Texture displayednew paint invisibletexture_off()
Raw cavity maskharsh ringsMask Adjust with Blur; low intensity
Mask By AO on millions of polygonsslow, inaccuratethe Ambient Occlusion plugin
UV Master on the painted originalpolypaint erasedWork on Clone, Copy UVs, Paste UVs
4K map on 4M pointswasted map, soft texelsrecommend_map_size
Redshift with a preset material or SSS Weight 1paint gonePolypaint material, Use Material Color 0, white Base
Smooth Surface on low-poly hard partsshading bruisesoff; creases with Dynamic Subdivision
Orthographic beauty renderflat, technical lookperspective on
Movie > Turntable from a scriptcannot stop; asks about an existing moviescripted frames plus assemble_turntable
Adding degrees for each frameflips past 90 degreesabsolute triples from turntable_rotations

Handoffs

  • Receives: from scenario-zbrush-sculpting, scenario-zbrush-character-creature or scenario-zbrush-stylized, a final versioned ZTL at its top level with stats() and its last review sheet, plus eyes and parts as named SubTools. From scenario-zbrush-hard-surface, parts as SubTools with creases. From scenario-zbrush-pose-print, a posed ZTL (paint with symmetry before posing when possible [added]).
  • Delivers to scenario-zbrush-retopology-export: the painted ZTL, the map side from recommend_map_size, and either the exported color map (texture_from_polypaint) or a request for UVs on a clone before the bake. Multi Map Exporter's Texture from Polypaint runs in that skill's map batch.
  • Delivers to the user: the beauty renders, gray and albedo sheets, passes and composite, the turntable MP4 or GIF, the portfolio sheet and the ZTL path, with what was verified.
  • Sister teams: scenario-blender-texturing-shading and scenario-maya-expert for lookdev with vertex color or maps; scenario-zbrush-automation for batch renders.

ZBrush 2026 notes

  • Redshift needs its separate application; AOVs with OIDN since 2025.1, Cinema 4D-matched materials since 2025.2. BPR is unchanged.
  • Substance Bridge (2026.2) sends polypaint to Painter as a fill layer; its Force UV Auto-Unwrap strips every SubTool's UVs.
  • Movies: MP4 (MOV on macOS), resized above 4095 px. Mask by Smoothness fixed in 2024; ZRemesher Keep Polypaint since 2023; Ambient Occlusion plugin since 2021.6.
  • zb_paint.PATHS tags each path; many are [strings] (label exists in this build) or [verify]. Run live_p01_paint_paths.py first: set() on a missing path is silent.
  • Nothing in zb_paint has run in ZBrush yet; 36 offline tests pass; live tests tests/code/zbrush-paint-render/live_p01 to p06.

References

  • references/procedures.md: full bridge code for every stage. Load before writing any paint or render code.
  • references/critique.md: the rubric, the Z1 and Z2 finishing test cases, and the two evaluation prompts. Load at every gate.
  • references/expert-notes.md: the depth by expert with timestamps, the disagreements and what transfers without a tablet. Load when a decision is not covered here.
  • references/gui-paths.md: palettes, hotkeys and settings for a human or computer-use agent. Load for Spotlight, dialogs and GUI-only steps.
  • references/sources.md: every source with credentials, URLs 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/zbrush/scenario-zbrush-paint-render of scenario-labs/skills.

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

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Zbrush Paint Render 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.

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Clickhouse Logs Queriessupabase/supabase111k—~2.4kAutomated safety check: PassApache-2.0
Keeper Stress AnalysisClickHouse/ClickHouse50k—~4.7kAutomated safety check: PassApache-2.0
Perf ComparisonClickHouse/ClickHouse50k—~3.9kAutomated safety check: NotesApache-2.0
Patch Release CheckClickHouse/ClickHouse50k—~4kAutomated safety check: NotesApache-2.0

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Questions about Scenario Zbrush Paint Render

What does Scenario Zbrush Paint Render do?

A skill your agent uses when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or…. Scenario Zbrush Paint Render is an agent skill from scenario-labs/skills. Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.

When should I use Scenario Zbrush Paint Render?

Scenario Zbrush Paint Render fits situations like: polypainting in ZBrush (skin color zones; baking polypaint to a texture; rendering a ZBrush model with BPR; making render passes.

How do I install Scenario Zbrush Paint Render in Claude Code?

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

How do I install Scenario Zbrush Paint Render in Codex?

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

Can I use Scenario Zbrush Paint Render 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-zbrush-paint-render -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-zbrush-paint-render, .gemini/skills/scenario-zbrush-paint-render, .github/skills/scenario-zbrush-paint-render and .opencode/skills/scenario-zbrush-paint-render in your project.

What does Scenario Zbrush Paint Render need to run?

Going by SKILL.md and its folder, Scenario Zbrush Paint Render 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 Zbrush Paint Render 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 Zbrush Paint Render 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 Zbrush Paint Render use?

Scenario Zbrush Paint Render 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 Zbrush Paint Render use?

About 4.6k tokens (SKILL.md is roughly 18k 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 26k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Zbrush Paint Render?

Skills that share tags, products or a category with Scenario Zbrush Paint Render: Databricks Iceberg (databricks/databricks-agent-skills, 345 stars), Clickhouse Logs Queries (supabase/supabase, 111k stars), Keeper Stress Analysis (ClickHouse/ClickHouse, 50k stars) and Perf Comparison (ClickHouse/ClickHouse, 50k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Zbrush Paint Render?

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.