From blender-skills
Guides production retopology for animation-ready, quad-dominant meshes with proper edge loops and polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:retopologyThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Clean, purposeful topology for deformation, UVs, and performance. Quad-dominant. Animation-ready.
Clean, purposeful topology for deformation, UVs, and performance. Quad-dominant. Animation-ready.
High-Poly Reference → Guide Setup → Block Retopo → Loop Refinement
→ Pole Placement → Triangle Cleanup → Validation → UV Handoff
| Method | Best For | Speed |
|---|---|---|
| Manual (Poly Build tool) | Hero characters | Slow, best quality |
| Shrinkwrap retopo | Creatures, organic | Medium |
| Quad Remesh (voxel) | Quick blockout retopo | Fast, needs cleanup |
| Instant Meshes (external) | Background assets | Fast |
| Symmetry retopo | Bilateral characters | Medium |
Production default: Manual with shrinkwrap for hero; Quad Remesh + cleanup for background.
| Location | Acceptable | Avoid |
|---|---|---|
| Top of head | 3–5 pole | — |
| Inner eye corner | Redirect pole | Pole directly at corner |
| Shoulder | 3-edge pole hidden | Star pattern on deltoid |
| Back of knee | Pole in crease | Pole on front of knee |
See ../references/polycount-budgets.md. Retopo is where budget is enforced.
1. Duplicate high-poly to reference collection (hidden in render)
2. Create retopo mesh with Poly Build / manual extrude
3. Shrinkwrap modifier → Target: high-poly
4. Snap to face with project individual elements
5. Validate shrinkwrap distance (no intersection)
COL_Geo_LowPoly collection| Topic | Reference | Load When |
|---|---|---|
| Facial retopo | references/facial-retopo.md | Character faces |
| Game vs cinematic | references/game-cinematic-topo.md | Budget decisions |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsExpert guidance on 3D modeling, topology, UV mapping, retopology, LOD systems, and DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini) for game and film production.
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Handles blockouts, mesh editing, non-destructive workflows, and cleanup.
Autonomously designs and models complex 3D objects in Blender using natural language. Covers procedural generation, parametric modeling, topology optimization, and script-based creation.