Individual skill

scenario-zbrush-sculpting

Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, Dam_Standard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups.

skills/dcc/zbrush/scenario-zbrush-sculpting/SKILL.md

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Network or broad shell
Last checked
Nov 9, 2026

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Repository last updated
Nov 9, 2026
License
MIT

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# ZBrush sculpting (core forms, scripted strokes)

Expert sculpting goes big to small with gates: light meshes raised in resolution only when the forms
ask, clay built across the form in thin low-intensity layers, sharpness last and never on weak
shapes. An agent has no pen: it uses exact operations first (primitives, ZSpheres, DynaMesh, masks
plus Deformation sliders), then strokes planned from model-space forms, aimed through the view,
measured in volume and reviewed after every pass ([`scripts/zb_sculpt.py`](scripts/zb_sculpt.py)).
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).

## Stance (the expert delta)
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