arjun988/blender-skills

retopology

Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/arjun988/blender-skills --skill retopology

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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

MethodBest ForSpeed
Manual (Poly Build tool)Hero charactersSlow, best quality
Shrinkwrap retopoCreatures, organicMedium
Quad Remesh (voxel)Quick blockout retopoFast, needs cleanup
Instant Meshes (external)Background assetsFast
Symmetry retopoBilateral charactersMedium

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

LocationAcceptableAvoid
Top of head3–5 pole—
Inner eye cornerRedirect polePole directly at corner
Shoulder3-edge pole hiddenStar pattern on deltoid
Back of kneePole in creasePole 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

TopicReferenceLoad When
Facial retoporeferences/facial-retopo.mdCharacter faces
Game vs cinematicreferences/game-cinematic-topo.mdBudget decisions

관련 작업

같은 저장소의 Skills

더 많은 Skills

모든 Skills