Web Interface Guidelines Reviewer
vercel-labs/openreview
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my…
A skill your agent uses when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All…
$ npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-retopology-export --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-retopology-export .claude/skills/scenario-zbrush-retopology-export && rm -rf skills-srcUse ~/.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/
Install the "scenario-zbrush-retopology-export" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-export into .claude/skills/scenario-zbrush-retopology-export/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-retopology-export", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-exportType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-retopology-export --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-retopology-export .agents/skills/scenario-zbrush-retopology-export && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-zbrush-retopology-export" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-export into .agents/skills/scenario-zbrush-retopology-export/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-retopology-export", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-retopology-export --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-retopology-export .cursor/skills/scenario-zbrush-retopology-export && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "scenario-zbrush-retopology-export" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-export into .cursor/skills/scenario-zbrush-retopology-export/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-retopology-export", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/scenario-labs/skills.git --path skills/dcc/zbrush/scenario-zbrush-retopology-export--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-retopology-export --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-retopology-export .gemini/skills/scenario-zbrush-retopology-export && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "scenario-zbrush-retopology-export" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-export into .gemini/skills/scenario-zbrush-retopology-export/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-retopology-export", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install scenario-labs/skills scenario-zbrush-retopology-exportInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-retopology-export .github/skills/scenario-zbrush-retopology-export && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "scenario-zbrush-retopology-export" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-export into .github/skills/scenario-zbrush-retopology-export/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-retopology-export", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-retopology-export --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-retopology-export .opencode/skills/scenario-zbrush-retopology-export && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "scenario-zbrush-retopology-export" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-retopology-export into .opencode/skills/scenario-zbrush-retopology-export/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-retopology-export", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
scenario-zbrush-retopology-exportA skill your agent uses when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All…
Scenario Zbrush Retopology Export is an agent skill from scenario-labs/skills. Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.
Its SKILL.md is about 4.8k 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 Frontend & Design, covering Accessibility. 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.
9 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.
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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Zbrush Retopology Export loads about 4.8k tokens when it runs, and up to ~45k if it reads all its reference files. Until then it costs about 130 tokens; SKILL.md has 2,082 words of instructions outside code blocks.
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.
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.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,082 words, ~4,789 tokens.
.claude/skills/scenario-zbrush-retopology-export/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert level means the sculpt leaves ZBrush as a light, clean exchange mesh at its lowest level, detail kept on a rebuilt subdivision stack or in maps, at real size, every file proved by parsing it. Most of it is deterministic palette work an agent does well; click-by-click topology, modifier clicks and a few dialogs stay with a human or computer-use agent. 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).
Toolkit: scripts/zb_retopology_export.py (rx) on top of the lead's zb_ops, zb_audit and zb_launch: rx.zcall("func", ...) inside ZBrush, audits on the agent side. Every projection pass is the lead's safe zb_ops.project_all (versioned checkpoint, nets, gate). Not yet run in ZBrush (88 offline tests pass; live tests in references/procedures.md).
rx.zremesh makes symmetric a required argument.| Input | Changes | Default when the brief is silent |
|---|---|---|
| Destinations | mesh type, maps, units, axis | Maya: OBJ level 1 quads in cm + 32-bit EXR displacement, Mid 0.5 |
| Deforms? face, joints | exact loops (human Retopo pass), neutral face | yes for characters; an expression goes back to scenario-zbrush-character-creature (neutral version, or its layer off) |
| Budget | ZRemesher target, Adapt | rig or film body 15k to 25k quads [added]; animated head 10k to 20k (Retopo doc); game from the brief |
| Posed or asymmetric | symmetry off | symmetric only if unposed and designed symmetric |
| Real size | Export Scale | 180 cm human (Gallagher's example) |
| Maps and tiles | MME preset, UDIM plan | one 4096 tile per SubTool; UDIM layouts come from Maya or Blender |
| Source type | route | levels: a level under 2M; none: DynaMesh copy; AI or scan: cleanup first |
rx.zcall("preflight", 180.0); zb_ops.save_ztl. GATE: flags resolved (over 8M vertices, XYZ Size outside 1 to 4, Export Scale 0, duplicate names).remesh_input("auto", max_points=2_000_000) duplicates the sculpt and hides the original (the projection source); fill_holes=True adds Close Holes and Fix Mesh when holes are unintended. DynaMesh and Close Holes also shut eye sockets and mouth bags: openings_closed sets the hole gate (0, else the intended openings). GATE: copy under 8M vertices, source intact, face neutral.polish_band("groups"). Ears and hands: own SubTools (Groups Split, Split Hidden), polish_band("border"), own runs (hand Adaptive Size about 14: Pavlovich 00:59:42), then merge_down_run(..., weld=True); Freeze Border only where borders must re-weld exactly, after remeshing the whole limb, at a cost to animation (01:03:44). GATE: Polyframe sheet shows closed, smooth rings; no seam loops after the re-join.zremesh(target_k, symmetric, keep_groups=True, smooth_groups=0) (Half, Same, Double off), then retry(adaptive_size=...) over 0, 5, 21. Keep Groups, Keep Creases, Smooth Groups or a sculpt break the Retry cache. The sweep leaves the LAST variant: pick_retry, retry(**pick["retry"]), confirm_retry. Optional Half pass with Adapt off, or a retopology over the retopology (Drust R2MzFqWMaWY 00:01:44). Poor center line at nape or brow: Alt+ZRemesher, a modifier click press cannot send: ask computer use, compare centre_line_components (Pavlovich 00:48:31). When snap_back is true, project_stack(copy, source, levels=0, checkpoint=ztl) before judging (00:22:05). GATE: in_band; topo_report + retopo_verdict(purpose="rig", expected_holes=...) on a Grp-on QA export; loops follow forms. Failed orifices: the script stops for a human Retopo pass.project_stack(target, source, checkpoint=ztl): two visible, Dist 0.1, level 1 then Divide + Project All per level up to half the source count, a morph target per pass, color last with Colorize on for both SubTools (Drust PrFQXjs_6_w 00:16:35). Danger zones or a film face: order="top_first", stop_after="nets" (divisions, then StoreMT and a layer at the top: FlippedNormals 00:02:13), a human isolates the eye-interior group, protect_isolated(grow=1), project_levels(..., nets_done=True). GATE: projection_from_stack (level 1 unchanged, bbox 0.5 percent, volume 2 percent [added]); same-view sheet plus danger-zone close-ups per level. Busted areas: zb_ops.morph_repair; a target inside the source: masked Inflate, or ProjectionShell with Inner and Dist 1 (Gaboury pQbPtH0p5Bg 00:02:30). Then drop_morph_target(): bakes refuse a stored morph target, a possible map base (Drust 2zDAtaQqwh8 00:01:44) [verify].zb_ops.uv_unwrap("native"). Explicit seams: unwrap_creases() (Pavlovich cvqoVUX5aBw). Painter islands: uvmaster_roundtrip(). Eyes get their own simple UVs. GATE: uv_verdict on the Txr export; seams hidden, face uncut.mme_create_all(dir, name, settings="arnold") or bake_normal_map / bake_displacement_map. GATE: map_verdict per file (size, bits, flat at Mid, normal flat at 128/128/255: Polycount); orientation calibrated once per build (live_rx_04 fixture).set_export_scale(180, axis=1) (every SubTool); set_export_switches(quads=True, uvs=True, groups=False); export_subtools(dir, level="lowest"). FBX: ZScript could not suppress its options window, Python is unverified (Maxon forum), AppleScript System Events clicks ZBrush dialogs on this Mac [verify for it]; default: OBJ, converted by scenario-maya-expert or scenario-blender-expert. GATE: obj_header reads the Export Scale back from #Auto scale (written by 2026.2.1, lead v03 export); scale_report passes (1 percent, feet at 0, centered).handoff_report(json, ...): meshes, maps, unit, axis, Mid and scale, normal convention, audits, sheets, not-verified list.glb_to_obj, triage_ai_mesh(obj, expected_parts), then orient_for_import: it rotates only a Z-up hint, centers only an off-center mesh (glTF is Y-up) and names the file to import.import_mesh (Weld; Tri2Quad rebuilds quads from AI triangles [verify range]); raw ZTL; duplicate_keep(): the copy is the form and color source, tracked by name (index_of), since splits and merges renumber SubTools.fix_mesh; split_parts, hide_small_parts(protect_names=[raw]). Fused parts of different colors: color_to_groups, Groups Split [added]; else scenario-3d segmentation or human SliceCurve cuts.close_holes per part. Swiss cheese after DynaMesh means too thin: thicken first.merge_down_run the parts of one body inside the Tool (Drust 00:09:27). dynamesh_keep(res, keep="groups"): with polypaint on, DynaMesh keeps paint INSTEAD of polygroups (DynaMesh doc; general rule: scenario-zbrush-sculpting). Blur 0, Project off. Residual holes: hole_plugs(obj) on an export, plug_hole(center, diameter), merge_into(body, [plug]), re-DynaMesh (Drust PrFQXjs_6_w 00:07:16). Polish; Mirror And Weld if symmetric. Local rebuilds: Sculptris Pro (scenario-zbrush-sculpting).cleanup_verdict(raw, clean) (closed, manifold, shells, bbox 2 percent, roughness at most 0.8x raw [added]); MatCap Gray sheet, Double on, Colorize off for the sheet only (set_display returns the old value).project_levels(..., geometry=False, color_last=True) [verify]. Hand to scenario-zbrush-sculpting (big changes at SDiv 1, secondary at 2 to 3).| Value | Relative to | Source |
|---|---|---|
| ZRemesher target in thousands; 5 gave 4,963 | Target Polygons Count | Pablo rArw79xEpvE 00:03:16 |
| Adaptive Size 50 default; 0 even quads, 5 to 21 curvy; hand about 14 | density | ZRemesher doc; Pavlovich n5 |
| Color Density 2 = more (pink), 0.25 = fewer (blue), white neutral | polypaint density | Pavlovich n5 01:01:32 |
| XYZ Size 1 to 4; imports normalized to 2 | internal size | Gallagher; Drust |
| Export Scale = target / internal extent (180 / 2 = 90) | units | Drust; Gallagher 00:28:55 |
| Target | Mesh | Displacement | Normal |
|---|---|---|---|
| Maya + Arnold | OBJ level 1, Qud, Txr, Grp off; cm | 32-bit EXR, Mid 0.5 = Scalar Zero Value, Catmull-Clark about 3, Auto Bump | tangent, OpenGL [added] |
| Unreal, Unity | triangulated, FBX via Maya or Blender; cm, meters [added] | none | engine tangent basis; Unreal DirectX green [added] |
| Substance Painter | Substance Bridge Low & High, Auto-Bake, Force Auto-Unwrap off | none | baked by Painter |
| Blender | OBJ; meters | 32-bit EXR, Midlevel = Mid [added] | OpenGL; game bakes with scenario-blender-uv-baking |
Redshift, vector displacement and full rows: rx.RENDERERS, references/procedures.md.
topo_report, projection_verdict, uv_report, scale_report, map_verdict, names_report, cleanup_verdict.zb_review.review sheets): Polyframe front, side and three-quarter for loops; source and target at one view after projection, plus danger-zone close-ups at every level; MatCap Gray with Double on for cleanup. Judge with references/critique.md.| Mistake | Looks like | Fix |
|---|---|---|
| Symmetry left on | posed limbs come out mirrored | zremesh(symmetric=False) |
| Remeshing a smiling face | loops follow the smile, not the rig | neutral first, expression back on the new mesh |
| Retry sweep left as is | kept mesh is not the chosen one | pick_retry, retry back, confirm_retry |
| Dist too small | holes of detail, speckles | Dist 0.1; engulf the source |
| Smoothing projection spikes | rogue vertices stay | morph target, masked reprojection |
| Colorize off on one side | projected color missing | color_last=True turns both on |
| Morph target left at bake | map against the wrong base [verify] | drop_morph_target() |
| SDK normal bake on defaults | world-space map | create_normal_map(..., local_coordinates=True) |
| OBJ Grp on for Maya | mesh split in parts | Grp off (FlippedNormals 00:15:08) |
| Export Scale on one SubTool only | eyes float off the head | set_export_scale(..., all_subtools=True) |
| Unify on a character with layers | layers and morphs break | MultiAppend into a scaled tool (Gallagher 00:27:16) |
| Polypaint on at an AI-mesh DynaMesh | part polygroups gone | dynamesh_keep(keep="groups") |
| MergeVisible during cleanup | new Merged_ Tool without the color source | merge_down_run in the Tool |
stats() and the last sheet; from scenario-3d: GLB or OBJ.handoff_report; to scenario-blender-uv-baking or Substance: low and decimated high with matching names; to scenario-zbrush-paint-render: the stack with UVs; to scenario-zbrush-pose-print: a closed copy.press() takes no modifier (Alt-clicks go to computer use); create_normal_map() defaults to world space.freeze_levels() around it.references/procedures.md: full bridge procedures (Z4, Z6, maps per target, fixtures), test paths, path evidence. Load before running a stage.references/expert-notes.md: judgment by expert with timestamps and the deciding conditions. Load when choosing between routes.references/critique.md: the review rubric (loops, projection, UVs, maps, scale, cleanup). Load at every gate.references/gui-paths.md: palettes, hotkeys and Retopo brush gestures for a human or computer-use agent.references/sources.md: every source with credential, URL and best 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
SKILL.md and 6 other files (scripts, references) in skills/dcc/zbrush/scenario-zbrush-retopology-export of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Zbrush Retopology Export 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Zbrush Retopology Export this skillscenario-labs/skills | 946 | — | ~4.8k | Automated safety check: Pass | MIT | |
| Web Interface Guidelines Reviewervercel-labs/openreview | 1.7k | 97 repos | ~308 | Automated safety check: Pass | None | |
| Accessibility Reviewmarkmead/hyperui | 12k | 1 repos | ~1.1k | Automated safety check: Pass | MIT | |
| Web Animation DesignbaptisteArno/typebot.io | 11k | 2 repos | ~2.7k | Automated safety check: Pass | Custom licence | |
| Accessibility Fixeribelick/ui-skills | 9.6k | 4 repos | ~1.2k | Automated safety check: Pass | MIT | |
| Wcag Audit PatternsvmDeshpande/ai-agent-automation | 178 | 11 repos | ~610 | Automated safety check: Pass | Apache-2.0 |
vercel-labs/openreview
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my…
markmead/hyperui
Run a WCAG 2.1 AA accessibility audit on a design or page. An agent skill from markmead/hyperui.
baptisteArno/typebot.io
Guides easing, timing and animation choices for UI motion, based on a web animation course, and reviews existing animations in a before-and-after table.
ibelick/ui-skills
Audits and fixes HTML accessibility problems such as ARIA labels, keyboard navigation, focus management, contrast and form errors with minimal changes.
vmDeshpande/ai-agent-automation
Conduct WCAG 2.2 accessibility audits with automated testing, manual verification, and remediation guidance.
ibelick/ui-skills
Applies a fixed set of UI rules for stack, components, interaction, animation, typography and layout, or reviews a file against them with concrete fixes.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
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…
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…
Categories
A skill your agent uses when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All…. Scenario Zbrush Retopology Export is an agent skill from scenario-labs/skills. Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.
Scenario Zbrush Retopology Export fits situations like: A ZBrush sculpt; AI-generated mesh must become production topology and files (ZRemesher and guides; the 2026 Retopo brush; reprojecting detail with Project All.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a claude-code`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-retopology-export in scenario-labs/skills) into .claude/skills/scenario-zbrush-retopology-export in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-retopology-export -a codex`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-retopology-export in scenario-labs/skills) into .agents/skills/scenario-zbrush-retopology-export in your project. Codex loads it when a task matches its description.
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-retopology-export -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-retopology-export, .gemini/skills/scenario-zbrush-retopology-export, .github/skills/scenario-zbrush-retopology-export and .opencode/skills/scenario-zbrush-retopology-export in your project.
Going by SKILL.md and its folder, Scenario Zbrush Retopology Export needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.
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.
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.
Scenario Zbrush Retopology Export is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.8k tokens (SKILL.md is roughly 19k 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 40k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Zbrush Retopology Export: Web Interface Guidelines Reviewer (vercel-labs/openreview, 1.7k stars), Accessibility Review (markmead/hyperui, 12k stars), Web Animation Design (baptisteArno/typebot.io, 11k stars) and Accessibility Fixer (ibelick/ui-skills, 9.6k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.