analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill sculpting --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/sculptingContext preview
The summary Claude sees to decide when to auto-load this skill.
Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.
name: sculpting description: Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: sculpt, dyntopo, multires, brush, wrinkle, damage, organic detail, surface detail, alpha related-skills: retopology, character-artist, creature-artist, blender-modeler
High-frequency surface detail pass. Know when to sculpt vs model vs bake.
| Sculpt | Don't Sculpt | |--------|--------------| | Organic wrinkles, pores | Hard surface panel lines | | Creature skin detail | Modular kit pieces | | Damage, wear, dents | Anything needing clean UVs directly | | Character likeness refinement | Lowpoly style assets | | Hero asset micro-detail | Background props |
Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
→ Tertiary/Micro → Bake Maps → Retopology (if game asset)| Method | Use When | Avoid When | |--------|----------|------------| | Multires | Controlled detail levels; bake workflow | Need to preserve base topology exactly | | Dyntopo | Freeform exploration; damage pass | Need predictable polycount | | Voxel Remesh | Reset topology mid-sculpt | Fine detail already established |
**Default:** Multires for production; Dyntopo for exploration passes only.
| Brush | Purpose | |-------|---------| | Draw | General buildup | | Clay Strips | Muscle/form definition | | Crease | Wrinkles, folds, hard lines | | Grab | Large form adjustments | | Inflate/Deflate | Volume control | | Scrape | Planar flattening (hard surface sculpt) | | Dam Standard | Sharp damage, scratches | | Layer | Non-destructive detail (if available) |
1. **Primary** — Major form corrections (Grab, Clay) 2. **Secondary** — Muscle, folds (Clay Strips, Crease) 3. **Tertiary** — Skin texture, scales (Draw, Alpha) 4. **Micro** — Pores, fine scratches (Alpha, Dam Standard)
| Damage Type | Technique | |-------------|-----------| | Scratches | Dam Standard, light strokes | | Dents | Inflate negative + smooth | | Chipped edges | Scrape + Crease | | Rust bubbles | Small Draw buildup | | Fabric wear | Crease along stress points |
1. Duplicate base mesh to sculpt collection via MCP 2. Add multires modifier via MCP 3. Query polycount at each subdivision level 4. Export high-poly for bake handoff 5. Keep sculpt mesh separate from game mesh
Before retopo handoff provide:
| Topic | Reference | Load When | |-------|-----------|-----------| | Brush settings | `references/brush-guide.md` | Detail pass | | Bake workflow | `../texture-workflow/SKILL.md` | Game asset handoff |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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