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/retopology

Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill retopology --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/retopology

Context preview

The summary Claude sees to decide when to auto-load this skill.

Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.

SKILL.md

retopology.SKILL.md
name: retopology
description: Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: retopo, retopology, edge loop, quad, topology, animation ready, poly reduction, remesh
  related-skills: character-artist, creature-artist, sculpting, uv-workflow

Retopology

Clean, purposeful topology for deformation, UVs, and performance. Quad-dominant. Animation-ready.

When to Use

  • After sculpting high-poly characters/creatures
  • Before rigging any deforming mesh
  • Poly reduction while preserving silhouette
  • Fixing topology from boolean or scan cleanup

Workflow

High-Poly Reference → Guide Setup → Block Retopo → Loop Refinement
    → Pole Placement → Triangle Cleanup → Validation → UV Handoff

Retopology Methods

| 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.

Edge Loop Rules

  • Loops follow muscle/deformation direction
  • One loop per major form change
  • Maintain even edge length in deformation zones
  • Redirect loops at poles (minimum 3 edges meeting)
  • Hide poles at back of head, armpits, groin

Pole Management

| 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 |

Triangle Policy

  • Triangles OK on non-deforming static mesh
  • Convert tris to quads on face, joints, fingers
  • No n-gons on deforming surfaces
  • Tris at hidden areas (scalp under hair, mouth interior)

Polycount Targets

See `../references/polycount-budgets.md`. Retopo is where budget is enforced.

Shrinkwrap Retopo Setup

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)

Validation Checklist

  • [ ] Quad-dominant on all deformation areas
  • [ ] Edge loops support planned rig joints
  • [ ] No non-manifold geometry
  • [ ] Silhouette matches high-poly reference
  • [ ] Polycount within budget
  • [ ] Poles placed at acceptable locations
  • [ ] Mesh manifold and watertight (if required)

MCP Integration

1. Create retopo mesh object via MCP 2. Apply shrinkwrap modifier via MCP 3. Query face/edge count during retopo 4. Compare silhouette via MCP render/query 5. Transfer to `COL_Geo_LowPoly` collection

Constraints

MUST DO

  • Retopo before rigging deforming meshes
  • Preserve silhouette vs high-poly reference
  • Plan loops for facial expressions (characters)
  • Enforce polycount budget
  • Validate manifold before UV pass

MUST NOT DO

  • Auto-retopo without manual cleanup (hero assets)
  • Leave n-gons on deformation surfaces
  • Skip validation against reference
  • Retopo without knowing rig requirements
  • Uniform density (more density at face/hands)

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Facial retopo | `references/facial-retopo.md` | Character faces | | Game vs cinematic | `references/game-cinematic-topo.md` | Budget decisions |

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