Blender Retopology Uv logo

Blender Retopology Uv

Community
EL4CTEO
blender-retopology-uv

Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar), deformation edge flow, seams, unwrap (Angle Based, Minimum Stretch, Smart), pixel-margin packing, texel density measure/set, lightmap UV2, UDIMs, mirrored UVs. Use to turn sculpts/scans/AI meshes into game meshes or prep UVs for texturing/baking.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-retopology-uv
Stars
426
Forks
39
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Retopology Uv AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-retopology-uv
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-retopology-uv .claude/skills/blender-retopology-uv
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Retopology Uv in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Retopology Uv on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Retopology Uv is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Retopology & UVs

The execution model is in blender-core.

Retopology

Automatic (scripts/auto_retopo.py -- --objects Sculpt --tris 8000 --method ...) makes <name>_low and leaves the source hidden:

MethodUse forNotes
quadrifloworganic props, static characters, scansclean quads. Voxel-remeshes first so the input is manifold; UVs are lost (re-unwrap)
decimatebackground props, LODs, AI-generated mesheskeeps UVs/shape, gives triangles. Fast
planarhard-surface CAD/boolean resultsdissolves flat areas; keeps seams/sharp/material/UV borders

Manual (hero characters, anything that deforms). Set up a new mesh object with a Shrinkwrap modifier (PROJECT, target = sculpt), snapping to FACE_PROJECT + use_snap_project, and the source in a different viewport color/x-ray. Auto retopo isn't good enough for deforming hero meshes, because the edge flow below matters.

Edge flow rules for deforming meshes

  • Concentric loops around the eyes and mouth (≥3 rings). The nasolabial loop flows from the nose wing to the mouth corner.
  • 3 loops at every bending joint (elbow, knee, finger knuckles), plus a loop on each side to keep volume. The shoulder needs extra loops for raising the arm.
  • Keep poles (3/5-edge verts) out of bending areas. Put them on flat, stiff regions (chest, back of skull).
  • Distribute quads evenly, with density where deformation and silhouette need it. Use triangles only in hidden, non-deforming spots.
  • Character tri budgets in 2026: mobile 5–15k, Roblox body ≤ 10.7k total, console/PC third-person 30–80k, hero/cinematic 100k+. Check the target in blender-game-optimization.

UVs

  1. Seams: hide them (under arms, inner legs, back of the head, under parts), follow hard edges, cut cylinders on the back side. Rule for game meshes: every hard edge (>~60°, sharp_edge) must be a UV seam, or the normal map shows artifacts. scripts/uv_pack.py --seams-from-sharp 60 does this.
  2. Unwrap: --method seams (Angle Based with marked seams), --method min_stretch (SLIM, 4.3+, least distortion on organics), --method smart (hard-surface/auto, --angle 66).
  3. Straighten rectangular islands (Follow Active Quads, live only) so trims and pixel grids line up.
  4. Average island scale + pack with margin in pixels: 2k → 8 px, 4k → 16 px, mobile 1k → 4 px. --shape CONCAVE gives the tightest pack (slow headless). The default AABB is instant.
  5. Texel density (scripts/texel_density.py --res 2048): keep spread ≤ 1.3 within an asset. Set it with --set <px/m>; if fits_0_1 is false, change res or density.
  6. QA: blender-asset-qa reports zero-area UV faces and overlap %.

Texel density targets (px/m; studio baselines, not laws)

Contextpx/m
First-person hero / weapons1024–2048
First-person environment512–1024
Third-person games512 (console/PC), 256 (mobile)
Top-down / strategy128–256
Roblox~256–512 per texture: 5×5 studs → 256², 10×10 → 512², 20×20 → 1024²
Everything in the same scene should share one density. The exception is hero assets, kept within 2x.

Special cases

  • Mirrored/stacked UVs save space but break unique bakes. Move the duplicate islands exactly +1 U (outside 0–1) during baking, then move them back. Their normal maps must be mirror-safe (tangent space handles it in engines with MikkTSpace).
  • Lightmap UV2 (--lightmap, gives UVMap_Lightmap): no overlaps, every island inside 0–1, generous margin. Unreal/Unity can generate their own; ship one only if the engine pipeline wants it. Keep UV0 active for texturing.
  • UDIMs (film/hero): islands in tiles 1001+ (U offset 1 per tile). Texture node image source="TILED". Game engines mostly don't support UDIMs.
  • Trim sheets: unwrap the strips, then scale/move the islands onto the trim rows (V positions from the trim layout). Islands may exceed 0–1 in U for tiling.
  • Roblox: exactly one UV set, all inside 0–1. Overlaps are allowed.

Gotchas

  • 5.0+: UV selection is shared across UV maps (.uv_select_* attributes). Old BMLoopUV.select code fails.
  • uv.* operators run in Edit Mode and act on selected faces. Select everything first (scripts handle this).
  • Headless uv.pack_islands with CONCAVE/CONVEX + rotation can take 2–25 s even on tiny meshes. Use AABB while iterating.
  • Unwrap warning "failed to solve island": the island has no seams (closed shape). Add seams.
  • Apply scale before measuring texel density, or the density reads wrong (the scripts use world space and already account for scale).

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Retopology Uv AI skill do?

Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar), deformation edge flow, seams, unwrap (Angle Based, Minimum Stretch, Smart), pixel-margin packing, texel density measure/set, lightmap UV2, UDIMs, mirrored UVs. Use to turn sculpts/scans/AI meshes into game meshes or prep UVs for texturing/baking.

Why use Blender Retopology Uv on TypingMind?

Because you install it once and use it with any model. Blender Retopology Uv is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Retopology Uv in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-retopology-uv. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Retopology Uv?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Retopology Uv?

As many as you like. As long as a model supports skills, you can use Blender Retopology Uv with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Retopology Uv AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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