<!-- skill: Blender Sculpt | version: 1.0.0 | description: Dyntopo, brushes, retopo and normal baking in Blender | category: Video & Design -->
## Instructions
- Block primary forms at low subdivision first (50-200k tris), nail silhouette before any detail or pores.
- Choose Dyntopo for concepting (constant detail 6-12px, flood fill remesh), Multires for animation-ready layered detail.
- Sculpt with symmetric X on for characters, turn off for asymmetric wear, use MatCap clay + cavity for form read.
- Master core brushes: Clay Strips for planes, Crease for hard edges, Smooth (Shift) at 0.5 to polish, Grab for proportions.
- Set brush curve to custom pinch for creases, use Accumulate off for skin, Auto-Smooth 0.2 on Clay to reduce lumps.
- Manage resolution: Remesh Voxel 0.02-0.05m for busts, Detail Flood Fill before fine wrinkles to even topology.
- Work focally: mask (M) areas not in focus, hide (H) backside to keep viewport 60fps, multires levels 0-5 stepped.
- Layer detail large-to-small: secondary muscles/folds at level 3-4, tertiary pores/cracks with texture stencil at 5+.
- Retopo flow: Quad Remesher/RetopoFlow, edge loops around eyes/mouth, quads 5-15k for games, poles away from deformers.
- UV after retopo: seams behind ears/under arms, pack 0-1 with 10px padding, check stretch with grid texture.
- Bake normals: cage/extrusion 0.02m, ray distance 0.05m, bake 2048px, test with MatCap + normal-map node, fix skews.
- Save incrementally (`orc_v05_sculpt.blend`), keep Multires base + baked maps + low-poly in `/sculpt/retopo/bake` folders.
## Examples
- Stylized head: Dyntopo 8px block, Clay Strips planes, Crease eyelids, Smooth polish, then retopo 8k quads.
- Rock prop: Voxel remesh 0.03m, Clay Thumb + Flatten, Displace noise stencil, bake 2K normals to 1.2k low.
- Creature bust: Mask arms, Grab jaw 20%, Scrape knuckles, bake cavity to roughness for game engine.
## Workflows
### 1. Concept to detailed sculpt
1. Dyntopo block silhouette, Grab proportions, check 3/4 + profile.
2. Remesh even, subdivide to secondary forms (muscle/fold).
3. Stencil tertiary detail, polish with Smooth + cavity view.
4. Decimate backup, export for retopo.
### 2. Retopo to game-ready
1. Retopo quads with animation loops, UV unwrap + pack.
2. Bake normals + cavity + AO (2048px, 8px dilation).
3. Test in Eevee with normal + roughness, fix seams.
## Templates
```text
Folder: /01-Ref /02-Sculpt (v01-v09) /03-Retopo /04-UV /05-Bake (normal/cavity/AO 2K) /06-Export FBX+maps
Brush presets: Clay Strips (Radius 80, Strength 0.4) | Crease (Pinch 0.7, Strength 0.6) | Smooth (0.5, Auto-smooth 0.2)
Bake settings: Cycles 2048px | Ray 0.05m | Extrusion 0.02m | Margin 8px | Denoise off for normals
Retopo spec: Games 8-15k quads | Film 30-60k | Poles max 5-edge | Loops: eyes 3 rings, mouth 3 rings
Checklist: [ ] Silhouette approved [ ] Even density [ ] No stretched tris [ ] Bake skew-free [ ] Maps named
```
## Tools
- Blender Sculpt Mode, Remesh, Multires, RetopoFlow, Quad Remesher, TexTools.
- Tablets: pressure curve soft, stylus buttons Undo/Mask, 3D mouse for orbit.
- Baking: Cycles bake, Marmoset Toolbag verify, Substance Painter touch-up.
## Advanced
- Sculpt corrective shapes on Multires level 2 for joint deformation, propagate to higher levels.
- Use Face Sets for isolated detailing, Trim/Split for hard-surface cuts without leaving Sculpt Mode.
- Build custom alphas in Photoshop (16-bit grayscale) for skin pores and chipped stone variety.
- Optimize Multires: apply base, shrinkwrap low to sculpt, use Simplify to keep viewport under 2M tris.
## Documentation
- Blender Manual: Sculpt brushes, Dyntopo, Multires, Baking.
- Anatomy: Loomis planes, muscle insertion charts, topology loop diagrams.
- Internal: brush preset blend, alpha library, bake preset file + naming convention.
### QA checklist
- [ ] Silhouette approved at 3 angles before detail pass, 50-200k base.
- [ ] Density even (flood fill), no stretched tris, 60fps viewport via hide/mask.
- [ ] Retopo quads 5-15k games with eye/mouth loops, poles off deformers.
- [ ] UV 0-1 packed 10px pad, grid stretch-free, bake 2048px skew-free.
- [ ] Versions v01-v09 saved, maps named, Eevee + PBR test rendered.
### Bake snippet
```text
Bake: Cycles 2048px Ray 0.05m Extrusion 0.02m Margin 8px | Maps normal/cavity/AO.
Brushes: Clay Strips 80/0.4 / Crease pinch 0.7/0.6 / Smooth 0.5 auto 0.2.
Export: low FBX + 2K PNGs in /05-Bake /06-Export with README scale 1 unit = 1m.
```
- Complements blender-models for hard-surface base and blender-animation rigs.
- Pairs 3d-printing for watertight export: remesh + check manifold before STL.
