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Blender Sculpting

Community
EL4CTEO
blender-sculpting

Sculpting in Blender 5.2 - base-to-detail workflow, voxel remesh, dyntopo, multires, 5.x brush types, masks/face sets, symmetry, plus headless-safe procedural ops for agents (remesh, symmetrize, multires, inflate, noise detail, smooth) and the sculpt-to-game handoff. Use for organic models, characters, creatures, rocks and bake sources.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-sculpting
Stars
426
Forks
39
Bundled files
2
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.

  • 2 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 Sculpting 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-sculpting
  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-sculpting .claude/skills/blender-sculpting
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Sculpting 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 Sculpting 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 Sculpting 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.

Sculpting

The execution model is in blender-core. The handoff goes to blender-retopology-uv → blender-texture-baking.

Agents: what you can and can't do

  • Sculpt Mode operators crash Blender in background mode (-b), including mesh_filter. Never enter Sculpt Mode headless.
  • Headless or MCP: use scripts/sculpt_ops.py for object-level ops: remesh=SIZE, symmetrize=+X, multires=N, inflate=D, detail=STR,SCALE, smooth=N, apply. Combine these with Geometry Nodes (blender-geometry-nodes: SDF grid booleans/fillets, noise displacement) and shape modeling for procedural organic forms.
  • Live sessions with a UI: brush strokes via bpy.ops.sculpt.brush_stroke(stroke=[...]) need a 3D View region override and are fragile. Prefer procedural ops, then show the user with look. Hand detailed brushwork to the human.

Professional workflow

  1. Base mesh / blockout: primitives, metaballs, Skin modifier, or a low-poly base at real scale. Proportions first: compare with references and check against a human 1.75 m.
  2. Unify: voxel remesh (remesh=0.02 for a 2 m character, smaller for detail) fuses parts and gives even density. Repeat it while the big forms change.
  3. Primary forms at low resolution (Grab, Snake Hook, Clay Strips, Inflate, Smooth). Secondary (muscle groups, folds) at medium resolution. Tertiary (pores, scratches, fabric weave) with Multires levels 4–6, or as normal/displacement maps.
  4. Dynamic topology (sculpt.dynamic_topology_toggle): adds detail where you stroke. Good for concept sculpting, bad for final topology and multires (it destroys UVs/multires). Use voxel remesh + multires for production.
  5. Multires: subdivide (multires_subdivide, Catmull-Clark) on a clean quad base (after retopo) to sculpt high detail that bakes back to the base level (blender-texture-baking, multires bake or high→low).
  6. Handoff: export the high (or keep it in-file), retopo to _low, UV, bake normal/AO/curvature, then texture.

Brushes (5.x: brushes are assets in the Essentials library)

Purposesculpt_brush_type
Build volumeCLAY_STRIPS, CLAY, CLAY_THUMB, LAYER, INFLATE, BLOB
Shape / moveGRAB, SNAKE_HOOK, ELASTIC_DEFORM, POSE, BOUNDARY, CLOTH, NUDGE, ROTATE, THUMB
Details / edgesDRAW, DRAW_SHARP, CREASE, PINCH
Flatten / hard surfacePLANE (flatten/fill/scrape), MULTIPLANE_SCRAPE
Clean upSMOOTH, SIMPLIFY (dyntopo), DISPLACEMENT_ERASER/SMEAR (multires)
Masking / groupingMASK, DRAW_FACE_SETS; Expand (sculpt.expand), mask from cavity
5.0 renamed brush.sculpt_tool → sculpt_brush_type. 5.1 folded the stroke options into brush.stroke_method (DOTS, DRAG_DOT, SPACE, AIRBRUSH, ANCHORED, LINE, CURVE). 5.2 moved automasking to brush.mesh_automasking_settings / paint.mesh_automasking_settings.

Rules of thumb

  • Sculpt at real scale, with scale applied. Brush radius is in screen space but strength and remesh sizes depend on scale.
  • Use symmetry (mesh.use_mirror_x, radial: mesh.radial_symmetry) on characters until the asymmetry pass at the end.
  • Face Sets organise parts (head, torso, hands). Hide them and mask by face set to isolate.
  • Watch density: a 2 m character at voxel 0.005 is already millions of polys. Keep viewport FPS usable and work up in levels.
  • Silhouette first. Check from several angles in flat matcap (look shading solid) before adding detail.
  • Floaters/kitbash for hard-surface details on organic models: separate objects, combined at bake time.
  • Before baking, run blender-asset-qa on the high (no inverted parts, no huge self-intersections in the bake range).

Gotchas

  • voxel_remesh destroys UVs, vertex groups (unless preserve attributes) and multires levels. Do it before UVs/rigging.
  • Multires + topology changes don't mix: never edit the base topology after subdividing (apply the base or rebuild).
  • symmetrize on a non-centered object mirrors across the object's local axis. Center the origin on the symmetry plane first.
  • Sculpting on shape keys: enable use_shape_key_edit_mode and sculpt on the active key (facial work, blender-facial-shapekeys).

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 Sculpting AI skill do?

Sculpting in Blender 5.2 - base-to-detail workflow, voxel remesh, dyntopo, multires, 5.x brush types, masks/face sets, symmetry, plus headless-safe procedural ops for agents (remesh, symmetrize, multires, inflate, noise detail, smooth) and the sculpt-to-game handoff. Use for organic models, characters, creatures, rocks and bake sources.

Why use Blender Sculpting on TypingMind?

Because you install it once and use it with any model. Blender Sculpting 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 Sculpting in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-sculpting. 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 Sculpting?

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 Sculpting?

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

Is the Blender Sculpting 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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