modeling
Purpose
Convert approved design into geometry that looks right from every angle AND deforms believably through a full animation range. Topology is the most underestimated determinant of animation quality.
Scope
D17 Organic [SIT], D18 Hard-surface [SIT], D19 Character [REQ], D20 Creature [SIT], D23 Retopology [SIT], D24 Topology [REQ], D135 Base meshes [OPT]. Sculpting craft and anatomy numbers live in sculpting-anatomy but this skill consumes them.
Activation Conditions
- User asks to model, box-model, boolean, retopo, fix topology, edge flow, poles, LODs, base meshes
- Orchestrator fires modeling/retopo stages
- Feedback loop from rigging: deformation failed
Use modeling
Non-Activation Conditions
- Sculpt brush settings / dyntopo vs multires (→ sculpting-anatomy) unless handing off
- UV unwrap (→ lookdev)
- Design/silhouette still unlocked (→ character-design first)
Instructions
- Refuse to model without a sheet (or at least a locked silhouette) and a scale master.
- Choose workflow (decision 5.3).
- Organic (D17): box/subdiv, curvature-driven, Subdivision Surface modifier. Quads.
- Hard-surface (D18): blockout → Bevel (weight-based) → booleans → weighted normals → apply late. Sharp edges with bevel logic, not raw ngons.
- Character (D19): import turnaround as background images; real scale. Start from primitive, base mesh (D135), or sculpt. Body-part topology regions from Ch 31 atlas.
- Creature (D20): driven by spec sheet. Silhouette-to-mass primitives first.
- Topology rules (D24):
- Quads are the unit.
- Edge loops follow deformation (joints, face loops).
- Poles (E3/E5) placed in stable regions, not on a bending equator.
- Density where it deforms and where the camera sees it.
- Non-manifold = error.
- Retopo (D23): shrinkwrap/snap to sculpt; deformation-friendly cage; decimate sculpt only for viewport, not as the cage.
- Bend tests before lookdev: squat, reach, twist, look-back. If it breaks, fix topology here.
- LOD plan for backgrounds (Ch 26 / D24).
- Apply transforms. Freeze proportions.
Procedures
Character modeling → Body parts → Topology regions
Use Depth 31 joint-by-joint and facial topology atlases (vertex counts, pole/transition patterns, density budgets).
Hard-surface workflow → Modifier stack → Result
Mirror → Booleans → Bevel → Weighted Normal → (optional) Subdiv. Keep stack live as long as possible.
Retopo
Prep (decimate display) → wrap new quads → project → apply shrinkwrap → check loops at joints → bend test.
Decision Logic
- Film realistic hero → sculpt-first then retopo.
- Stylized boxy → box+subdiv, maybe skip sculpt.
- If deformation fails later: return here, do not "fix in weights."
Inputs
- Character sheet / creature spec / design lock
- Scale master, poly budget
- Optional high-poly sculpt from sculpting-anatomy
Outputs
- Deformation-ready mesh(es)
- Topology notes / LOD plan
- Bend-test results
- Shared state: asset model status; lock.model when approved
Tools
Blender Edit Mode, modifiers (Mirror, Subdiv, Boolean, Bevel, Shrinkwrap, Decimate), optional RetopoFlow/Quad Remesher (learn system first). Ch 31 atlas. S-09 hard-surface supplement.
Constraints
No merged props-into-character. No ngons on deforming surfaces. No unapplied scale. No modeling without scale master.
Edge Cases
- Mechanical creature: hard-surface body + organic membranes (split objects).
- Base mesh (D135/Rigify) is legal; still retarget topology to the sheet.
- Scans: retopo, do not animate the scan.
Failure Modes & Fixes
| MIST |
FIX |
| Candy-wrapper joints |
Add loops; fix poles; then weights |
| Tris/ngons on face |
Quad the deforming regions |
| Retopo too dense |
Budget table Ch 31.4 |
| Boolean mess applied early |
Rebuild live stack |
| Creature mush |
Return to spec + anatomy landmarks |
Dependencies
- Needs
character-design and blender-foundations
- ⇄
sculpting-anatomy
- Drives
lookdev and rigging
- Feedback from
rigging / animation
Related Skills
sculpting-anatomy, lookdev, rigging, character-design, costume-groom
Delegation Rules
- Anatomy landmarks / brush sculpt →
sculpting-anatomy
- UVs →
lookdev
- Armor plates as hard-surface stay here; garment sim mesh →
costume-groom
Examples
- Stylized hero: box torso/limbs, subdiv 2, face loops from atlas, 16–24 eye ring, bend test squat.
- Mech: boolean kit, bevel weights, no subdiv on sharp panels, separate moving parts.
Required Knowledge / Context
knowledge/domains/ch03-modeling.md
knowledge/depth/ch31-topology-depth.md
knowledge/system/02d-depth-supplements.md (S-09)
References to Shared Resources
workflows/character-pipeline.md
decision-engine 5.3, 5.16
1---2name: modeling3description: Organic, hard-surface, character, and creature modeling; retopology; deformation topology — converting design into geometry that can rig, UV, and deform.4---56# modeling78## Purpose910Convert approved design into geometry that looks right from every angle AND deforms believably through a full animation range. Topology is the most underestimated determinant of animation quality.1112## Scope1314D17 Organic [SIT], D18 Hard-surface [SIT], D19 Character [REQ], D20 Creature [SIT], D23 Retopology [SIT], D24 Topology [REQ], D135 Base meshes [OPT]. Sculpting craft and anatomy numbers live in `sculpting-anatomy` but this skill consumes them.1516## Activation Conditions1718- User asks to model, box-model, boolean, retopo, fix topology, edge flow, poles, LODs, base meshes19- Orchestrator fires modeling/retopo stages20- Feedback loop from rigging: deformation failed21- `Use modeling`2223## Non-Activation Conditions2425- Sculpt brush settings / dyntopo vs multires (→ sculpting-anatomy) unless handing off26- UV unwrap (→ lookdev)27- Design/silhouette still unlocked (→ character-design first)2829## Instructions30311. Refuse to model without a sheet (or at least a locked silhouette) and a scale master.322. Choose workflow (decision 5.3).333. Organic (D17): box/subdiv, curvature-driven, Subdivision Surface modifier. Quads.344. Hard-surface (D18): blockout → Bevel (weight-based) → booleans → weighted normals → apply late. Sharp edges with bevel logic, not raw ngons.355. Character (D19): import turnaround as background images; real scale. Start from primitive, base mesh (D135), or sculpt. Body-part topology regions from Ch 31 atlas.366. Creature (D20): driven by spec sheet. Silhouette-to-mass primitives first.377. Topology rules (D24):38 - Quads are the unit.39 - Edge loops follow deformation (joints, face loops).40 - Poles (E3/E5) placed in stable regions, not on a bending equator.41 - Density where it deforms and where the camera sees it.42 - Non-manifold = error.438. Retopo (D23): shrinkwrap/snap to sculpt; deformation-friendly cage; decimate sculpt only for viewport, not as the cage.449. Bend tests before lookdev: squat, reach, twist, look-back. If it breaks, fix topology here.4510. LOD plan for backgrounds (Ch 26 / D24).4611. Apply transforms. Freeze proportions.4748## Procedures4950### Character modeling → Body parts → Topology regions51Use Depth 31 joint-by-joint and facial topology atlases (vertex counts, pole/transition patterns, density budgets).5253### Hard-surface workflow → Modifier stack → Result54Mirror → Booleans → Bevel → Weighted Normal → (optional) Subdiv. Keep stack live as long as possible.5556### Retopo57Prep (decimate display) → wrap new quads → project → apply shrinkwrap → check loops at joints → bend test.5859## Decision Logic6061- Film realistic hero → sculpt-first then retopo.62- Stylized boxy → box+subdiv, maybe skip sculpt.63- If deformation fails later: return here, do not "fix in weights."6465## Inputs6667- Character sheet / creature spec / design lock68- Scale master, poly budget69- Optional high-poly sculpt from sculpting-anatomy7071## Outputs7273- Deformation-ready mesh(es)74- Topology notes / LOD plan75- Bend-test results76- Shared state: asset model status; lock.model when approved7778## Tools7980Blender Edit Mode, modifiers (Mirror, Subdiv, Boolean, Bevel, Shrinkwrap, Decimate), optional RetopoFlow/Quad Remesher (learn system first). Ch 31 atlas. S-09 hard-surface supplement.8182## Constraints8384No merged props-into-character. No ngons on deforming surfaces. No unapplied scale. No modeling without scale master.8586## Edge Cases8788- Mechanical creature: hard-surface body + organic membranes (split objects).89- Base mesh (D135/Rigify) is legal; still retarget topology to the sheet.90- Scans: retopo, do not animate the scan.9192## Failure Modes & Fixes9394| MIST | FIX |95|---|---|96| Candy-wrapper joints | Add loops; fix poles; then weights |97| Tris/ngons on face | Quad the deforming regions |98| Retopo too dense | Budget table Ch 31.4 |99| Boolean mess applied early | Rebuild live stack |100| Creature mush | Return to spec + anatomy landmarks |101102## Dependencies103104- Needs `character-design` and `blender-foundations`105- ⇄ `sculpting-anatomy`106- Drives `lookdev` and `rigging`107- Feedback from `rigging` / `animation`108109## Related Skills110111sculpting-anatomy, lookdev, rigging, character-design, costume-groom112113## Delegation Rules114115- Anatomy landmarks / brush sculpt → `sculpting-anatomy`116- UVs → `lookdev`117- Armor plates as hard-surface stay here; garment sim mesh → `costume-groom`118119## Examples120121- Stylized hero: box torso/limbs, subdiv 2, face loops from atlas, 16–24 eye ring, bend test squat.122- Mech: boolean kit, bevel weights, no subdiv on sharp panels, separate moving parts.123124## Required Knowledge / Context125126- `knowledge/domains/ch03-modeling.md`127- `knowledge/depth/ch31-topology-depth.md`128- `knowledge/system/02d-depth-supplements.md` (S-09)129130## References to Shared Resources131132- `workflows/character-pipeline.md`133- `decision-engine` 5.3, 5.16