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blender-sculpting

blender-sculpting

github.com/el4cteoCreative & media56995 installsUpdated 2w ago
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About blender-sculpting

A Blender sculpting skill for procedural and production sculpt workflows, aimed at artists and agents working on organic forms. It explains headless-safe object operations, sculpting stages, multires detail, and handoff to retopology and baking.

Key features

  1. 01Headless-safe object sculpt operations
  2. 02Voxel remeshing and symmetry
  3. 03Primary-to-tertiary sculpt workflow
  4. 04Multires detail for bake-ready meshes
  5. 05Brush guidance and sculpting constraints
  6. 06Retopology and baking handoff

Use cases

  1. 01Creating organic forms without background Sculpt Mode
  2. 02Building a character sculpt from a base mesh
  3. 03Adding high-resolution detail for normal baking
  4. 04Preparing a sculpt for retopology and texturing

MCP support

For headless or MCP work, it recommends object-level sculpt operations and describes showing results with `look`.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/blender-skills --skill blender-sculpting

After installing, type/blender-sculptingin Claude Code to confirm it loaded.

Bundled filesscripts/_bpyx.pyscripts/sculpt_ops.py

Details

From the project README

Sculpting

The execution model is in blender-core. The handoff goes to blender-retopology-uv → blender-texture-baking.

Agents: what you can and can't do

  • Sculpt Mode operators crash Blender in background mode (-b), including mesh_filter. Never enter Sculpt Mode headless.
  • Headless or MCP: use scripts/sculpt_ops.py for object-level ops: remesh=SIZE, symmetrize=+X, multires=N, inflate=D, detail=STR,SCALE, smooth=N, apply. Combine these with Geometry Nodes (blender-geometry-nodes: SDF grid booleans/fillets, noise displacement) and shape modeling for procedural organic forms.
  • Live sessions with a UI: brush strokes via bpy.ops.sculpt.brush_stroke(stroke=[...]) need a 3D View region override and are fragile. Prefer procedural ops, then show the user with look. Hand detailed brushwork to the human.

Professional workflow

  1. Base mesh / blockout: primitives, metaballs, Skin modifier, or a low-poly base at real scale. Proportions first: compare with references and check against a human 1.75 m.
  2. Unify: voxel remesh (remesh=0.02 for a 2 m character, smaller for detail) fuses parts and gives even density. Repeat it while the big forms change.
  3. Primary forms at low resolution (Grab, Snake Hook, Clay Strips, Inflate, Smooth). Secondary (muscle groups, folds) at medium resolution. Tertiary (pores, scratches, fabric weave) with Multires levels 4–6, or as normal/displacement maps.
  4. Dynamic topology (sculpt.dynamic_topology_toggle): adds detail where you stroke. Good for concept sculpting, bad for final topology and multires (it destroys UVs/multires). Use voxel remesh + multires for production.
  5. Multires: subdivide (multires_subdivide, Catmull-Clark) on a clean quad base (after retopo) to sculpt high detail that bakes back to the base level (blender-texture-baking, multires bake or high→low).
  6. Handoff: export the high (or keep it in-file), retopo to _low, UV, bake normal/AO/curvature, then texture.

Brushes (5.x: brushes are assets in the Essentials library)

Purposesculpt_brush_type
Build volumeCLAY_STRIPS, CLAY, CLAY_THUMB, LAYER, INFLATE, BLOB
Shape / moveGRAB, SNAKE_HOOK, ELASTIC_DEFORM, POSE, BOUNDARY, CLOTH, NUDGE, ROTATE, THUMB
Details / edgesDRAW, DRAW_SHARP, CREASE, PINCH
Flatten / hard surfacePLANE (flatten/fill/scrape), MULTIPLANE_SCRAPE
Clean upSMOOTH, SIMPLIFY (dyntopo), DISPLACEMENT_ERASER/SMEAR (multires)
Masking / groupingMASK, DRAW_FACE_SETS; Expand (sculpt.expand), mask from cavity
5.0 renamed brush.sculpt_tool → sculpt_brush_type. 5.1 folded the stroke options into brush.stroke_method (DOTS, DRAG_DOT, SPACE, AIRBRUSH, ANCHORED, LINE, CURVE). 5.2 moved automasking to brush.mesh_automasking_settings / paint.mesh_automasking_settings.

Rules of thumb

  • Sculpt at real scale, with scale applied. Brush radius is in screen space but strength and remesh sizes depend on scale.
  • Use symmetry (mesh.use_mirror_x, radial: mesh.radial_symmetry) on characters until the asymmetry pass at the end.
  • Face Sets organise parts (head, torso, hands). Hide them and mask by face set to isolate.
  • Watch density: a 2 m character at voxel 0.005 is already millions of polys. Keep viewport FPS usable and work up in levels.
  • Silhouette first. Check from several angles in flat matcap (look shading solid) before adding detail.
  • Floaters/kitbash for hard-surface details on organic models: separate objects, combined at bake time.
  • Before baking, run blender-asset-qa on the high (no inverted parts, no huge self-intersections in the bake range).

Gotchas

  • voxel_remesh destroys UVs, vertex groups (unless preserve attributes) and multires levels. Do it before UVs/rigging.
  • Multires + topology changes don't mix: never edit the base topology after subdividing (apply the base or rebuild).
  • symmetrize on a non-centered object mirrors across the object's local axis. Center the origin on the symmetry plane first.
  • Sculpting on shape keys: enable use_shape_key_edit_mode and sculpt on the active key (facial work, blender-facial-shapekeys).

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