SuperAPI AI Directory

sculpting

Design & creation

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Updated 10-15 19:57

About this skill

Sculpting

High-frequency surface detail pass. Know when to sculpt vs model vs bake.

When to Sculpt

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

Workflow

Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
    → Tertiary/Micro → Bake Maps → Retopology (if game asset)

Dyntopo vs Multiresolution

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 Selection

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)

Detail Pass Order

  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)

Alpha Workflow

  • Use tileable alphas for skin, leather, rock
  • Stamp at consistent scale for texel coherence
  • Combine alphas with different brush strengths
  • Bake alpha detail to normal map for game assets

Hard Surface Sculpting

  • Scrape brush for planar surfaces
  • Crease for panel line softening
  • Dam Standard for impact damage
  • Trim brushes for precise cuts (if addon available)
  • Always retopologize or rebake after hard surface sculpt

Damage & Wear

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

Performance

  • Hide unrelated objects during sculpt
  • Use matcap for fast feedback
  • Subdivide only active area (face, hands)
  • Bake and reduce multires for viewport performance

MCP Integration

  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

Handoff to Retopology

Before retopo handoff provide:

  • Final sculpt at highest multires level
  • Decimated version for retopo reference
  • List of deformation zones requiring clean loops
  • Baked maps if bake-before-retopo workflow

Constraints

MUST DO

  • Start from clean base mesh with good topology
  • Work largest to smallest detail
  • Duplicate before sculpt destructive changes
  • Bake detail for game assets
  • Match detail level to camera distance

MUST NOT DO

  • Sculpt lowpoly-style assets
  • Skip retopology for animated game characters
  • Subdivide entire mesh to level 6+ uniformly
  • Leave dyntopo mesh as final game asset
  • Sculpt without reference

Reference Guide

Topic Reference Load When
Brush settings references/brush-guide.md Detail pass
Bake workflow ../texture-workflow/SKILL.md Game asset handoff