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
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.
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Repository context
- Repository stars (not skill ratings)
- 3,609
- Repository last updated
- Nov 8, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- blender Repository topic
- claude-code Repository topic
- claude-skills Repository topic
- codex Repository topic
- game-assets Repository topic
- game-development Repository topic
- generative-ai Repository topic
- image-generation Repository topic
- mcp Repository topic
- engineering Derived category
Files and excerpt
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Browse files
SKILL.mdcore · 18,590 bytesreferences/critique.mddoc · 35,767 bytesreferences/expert-notes.mddoc · 44,394 bytesreferences/gui-paths.mddoc · 12,419 bytesreferences/procedures.mddoc · 51,553 bytesreferences/sources.mddoc · 17,616 bytesscripts/zb_character.pyruns · 112,551 bytes
Read excerpt
# 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.