Individual skill

scenario-maya-retopology-uv

Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.

skills/dcc/maya/scenario-maya-retopology-uv/SKILL.md

Read pinned source

Source commit f29bf06ab89088695ed3431ac99d20a090441a2f

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
No
Observed behavior
Network or broad shell
Last checked
Nov 9, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
3,654
Repository last updated
Nov 9, 2026
License
MIT

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# Maya retopology and UVs

Expert retopology is a loop plan with the fewest polygons that still deform: landmarks first, rings
around eyes and mouth, three loops per joint, poles where nothing moves, a bend test that says whose
fault a bad crease is. Expert UVs spend texels where the camera looks, at a density derived from the
closest shot, with padding that survives mips. Without a mouse the agent reuses approved topology,
builds from data, and measures then renders every stage. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
Toolkit: [`scripts/mx_retopology_uv.py`](scripts/mx_retopology_uv.py)
(`import mx_retopology_uv as RU`), built on mx_audit, mx_review and mx_run.
Back to top