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
- Primary — Major form corrections (Grab, Clay)
- Secondary — Muscle, folds (Clay Strips, Crease)
- Tertiary — Skin texture, scales (Draw, Alpha)
- 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
- Duplicate base mesh to sculpt collection via MCP
- Add multires modifier via MCP
- Query polycount at each subdivision level
- Export high-poly for bake handoff
- 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 |