Install Blender Sculpting
Pick your agent. Every command is ready to paste.
npx skills add EL4CTEO/blender-skills --skill blender-sculptingThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads blender-sculpting when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the blender-sculpting skill”. In Codex, type $blender-sculpting.
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), includingmesh_filter. Never enter Sculpt Mode headless. - Headless or MCP: use
scripts/sculpt_ops.pyfor 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 withlook. Hand detailed brushwork to the human.
Professional workflow
- 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.
- Unify: voxel remesh (
remesh=0.02for a 2 m character, smaller for detail) fuses parts and gives even density. Repeat it while the big forms change. - 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.
- 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. - 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). - 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)
| Purpose | sculpt_brush_type |
|---|---|
| Build volume | CLAY_STRIPS, CLAY, CLAY_THUMB, LAYER, INFLATE, BLOB |
| Shape / move | GRAB, SNAKE_HOOK, ELASTIC_DEFORM, POSE, BOUNDARY, CLOTH, NUDGE, ROTATE, THUMB |
| Details / edges | DRAW, DRAW_SHARP, CREASE, PINCH |
| Flatten / hard surface | PLANE (flatten/fill/scrape), MULTIPLANE_SCRAPE |
| Clean up | SMOOTH, SIMPLIFY (dyntopo), DISPLACEMENT_ERASER/SMEAR (multires) |
| Masking / grouping | MASK, 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 (
lookshadingsolid) before adding detail. - Floaters/kitbash for hard-surface details on organic models: separate objects, combined at bake time.
- Before baking, run
blender-asset-qaon the high (no inverted parts, no huge self-intersections in the bake range).
References
references/forms-and-bake-sources.md: human proportions in meters and heads, form order (primary → tertiary), hard-surface sculpting (trim gestures, mask extract, face sets, mesh filters), multires rebuild/reshape, and preparing a high-poly bake source (density, cage, naming, exploding). Load it before character, creature or bake-source work.
Gotchas
voxel_remeshdestroys 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).
symmetrizeon 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_modeand sculpt on the active key (facial work,blender-facial-shapekeys).
Tips for Blender Sculpting
- • Start a fresh session after installing so your agent picks up the new skill.
- • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Blender Sculpting
What does the Blender Sculpting 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.
How do I install Blender Sculpting?
Run "npx skills add EL4CTEO/blender-skills --skill blender-sculpting" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Blender Sculpting work in Cursor and Codex?
Yes. Blender Sculpting uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Blender Sculpting free?
Blender Sculpting is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Blender Sculpting?
Blender Sculpting is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.


