Individual skill

scenario-zbrush-hard-surface

Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.

skills/dcc/zbrush/scenario-zbrush-hard-surface/SKILL.md

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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

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Repository stars (not skill ratings)
3,656
Repository last updated
Nov 9, 2026
License
MIT

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

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# ZBrush hard surface

Hard surface is judged as a result: it reads as manufactured when every edge is clearly straight or
clearly curved, planes carry an even highlight, edges are wide enough to catch light and every part
could be built (Plouffe, Klimer). The agent builds that language from deterministic operations
(primitives, Live Boolean stacks, polygroups as the crease plan, Dynamic Subdivision numbers,
ArrayMesh, Panel Loops) and uses clicks and strokes only where nothing else exists. 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-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
Toolkit: [`scripts/zb_hardsurface.py`](scripts/zb_hardsurface.py)
(`import sys; sys.path.insert(0, "<this skill>/scripts"); import zb_hardsurface as hs`, then
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