Individual skill

scenario-zbrush-character-creature

Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.

skills/dcc/zbrush/scenario-zbrush-character-creature/SKILL.md

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Observed behavior
Network or broad shell
Last checked
Nov 9, 2026

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3,609
Repository last updated
Nov 8, 2026
License
MIT

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# Realistic characters and creatures (ZBrush 2026)

Expert level here means every form has a cause (skull, mass, tension, compression) before any pore
exists, and every detail pass is reversible, regional and judged in renders from several views and
lights. The agent works the way Kingslien and Costa do: find the upstream cause, fix it at the
lowest level that holds it, and keep detail on layers or behind a stored morph target. 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_character.py`](scripts/zb_character.py) (stroke plans, ZBrush-side wrappers
via `zb_character.call(...)`, OBJ, alpha and render checks) on the lead's toolkit.
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