analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill retopology --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill retopology -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill retopology -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill retopology -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill retopology -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill retopology -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill retopology -a windsurf -y
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
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)
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
| Topic | Reference | Load When | |-------|-----------|-----------| | Facial retopo | `references/facial-retopo.md` | Character faces | | Game vs cinematic | `references/game-cinematic-topo.md` | Budget decisions |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
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