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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
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill retopology --agent claude-code

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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@arjun988
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Questions about retopology.

Which coding agents can use retopology?
retopology installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.