sculpting-anatomy
Purpose
Give every body (human, stylized, quadruped, avian, insect, aquatic, limbless, invented) structural logic and then sculpt it through the three-form hierarchy. Stylized art still needs simplified anatomy — caricature is anatomy with exaggeration.
Scope
D21 Anatomy [SIT], D22 Sculpting [SIT], Depth 16 libraries, Depth 30 brush/workflow masterclass. Retopo is modeling.
Activation Conditions
- User asks about proportions, muscles, joint ranges, sculpting, brushes, dyntopo, multires, alphas, face sets
- Creature/human needs structural logic
Use sculpting-anatomy
Non-Activation Conditions
- Building the animation cage (→ modeling retopo)
- Texture/pore maps as lookdev (pores may be sculpted then baked — bake is lookdev)
- Design silhouette still unlocked (→ character-design)
Instructions
- Pull numbers from Depth 16 before sculpting: human table, body-type spectra, stylized archetypes, head/face systems, joint ranges, muscle forms, quadruped/avian/insect/aquatic/limbless, invented toolkit.
- Landmarks first (visible bones): ASIS, greater trochanter, olecranon, acromion, zygomatic, mastoid, etc.
- Sculpt three-form hierarchy:
- Primary forms — big masses (gesture, proportion). Gate.
- Secondary — muscles, pads, folds. Gate.
- Tertiary — pores, wrinkles, scales. Only after primary/secondary approved.
- Topology strategy: dyntopo for exploration, voxel remesh for even density, multires for detail on a locked base.
- Region order (head example): skull mass → brow ridge → zygomatic → jaw → sockets → nose → lips → ears → secondary → tertiary.
- Detail transfer: bake path is lookdev (D28); keep a high-poly archive.
- Gate: high-poly approved → retopology (
modeling).
Procedures
Invented creature toolkit (16.12)
Combine locomotion class + mass + joint scheme from existing libraries. Do not invent physics. Attach real joint ranges, then exaggerate.
Brush encyclopedia
Use Depth 30: Clay/Clay Strips for mass, Crease for lines, Smooth as a partner not a crutch, Grab for proportions, Inflate/Blob carefully, Mask + Face Sets for regions. F size, Shift-F strength, Ctrl invert, Shift smooth.
Time budgets
Primary 40%, secondary 40%, tertiary 20%. Most failed sculpts spent the budget on pores.
Decision Logic
- Realistic film human → anatomy mandatory.
- Stylized → simplified anatomy still mandatory.
- Skip sculpt for hard-surface-only assets.
- If proportion is wrong, Grab at primary — never add tertiary to hide it.
Inputs
- Sheet / creature spec / proportion target
- Style (realistic vs stylized exaggeration)
Outputs
- High-poly sculpt
- Anatomy notes (landmarks, ranges used)
- Form-gate approvals
- Hand-off to modeling for retopo
- Shared state: sculpt approved?
Tools
Sculpt Mode, dyntopo, voxel remesh, multires, custom alphas, tablet recommended. Depth 16 & 30.
Constraints
Do not animate dyntopo. Do not skip primary. Do not sculpt at final density from minute one.
Edge Cases
- Multi-species hybrid: pick a dominant locomotion skeleton, graft extras as functional or decorative.
- Stylized over-muscled hero: still obey joint ranges or the rig will break.
Failure Modes & Fixes
| FAIL |
FIX |
| Mush creature |
Landmarks + spec sheet |
| Smeared sculpt |
Brush settings (30.2); lower strength; draw on forms |
| Detail on wrong proportion |
Step back to primary Grab |
| Viewport death |
Remesh strategy; hide levels |
Dependencies
- Consumes
character-design
- ⇄
modeling (retopo / cage)
- Informs
rigging (joint ranges) and animation (believable motion)
Related Skills
modeling, character-design, rigging, lookdev
Delegation Rules
- Retopo/topology atlas application →
modeling
- Pore maps / bake →
lookdev
- Joint placement in armature →
rigging (but ranges come from here)
Examples
- Adult heroic: 8.5 heads, V-torso, joint ranges from 16.5, sculpt primary masses 2 hours, secondary muscles, tertiary only on face/hands.
- Insectoid: 16.9 anatomy, chitin plates as secondary forms, legs as exoskeleton segments.
Required Knowledge / Context
knowledge/domains/ch03-modeling.md (D21 D22)
knowledge/depth/ch16-anatomy-proportions.md
knowledge/depth/ch30-sculpting-depth.md
References to Shared Resources
workflows/creature-pipeline.md
templates/creature-spec.md
1---2name: sculpting-anatomy3description: Anatomy and proportion libraries plus sculpting craft — primary/secondary/tertiary forms, brushes, dyntopo/voxel/multires, detail transfer — so characters and creatures read as functional.4---56# sculpting-anatomy78## Purpose910Give every body (human, stylized, quadruped, avian, insect, aquatic, limbless, invented) structural logic and then sculpt it through the three-form hierarchy. Stylized art still needs simplified anatomy — caricature is anatomy with exaggeration.1112## Scope1314D21 Anatomy [SIT], D22 Sculpting [SIT], Depth 16 libraries, Depth 30 brush/workflow masterclass. Retopo is `modeling`.1516## Activation Conditions1718- User asks about proportions, muscles, joint ranges, sculpting, brushes, dyntopo, multires, alphas, face sets19- Creature/human needs structural logic20- `Use sculpting-anatomy`2122## Non-Activation Conditions2324- Building the animation cage (→ modeling retopo)25- Texture/pore maps as lookdev (pores may be sculpted then baked — bake is lookdev)26- Design silhouette still unlocked (→ character-design)2728## Instructions29301. Pull numbers from Depth 16 before sculpting: human table, body-type spectra, stylized archetypes, head/face systems, joint ranges, muscle forms, quadruped/avian/insect/aquatic/limbless, invented toolkit.312. Landmarks first (visible bones): ASIS, greater trochanter, olecranon, acromion, zygomatic, mastoid, etc.323. Sculpt three-form hierarchy:33 1. Primary forms — big masses (gesture, proportion). Gate.34 2. Secondary — muscles, pads, folds. Gate.35 3. Tertiary — pores, wrinkles, scales. Only after primary/secondary approved.364. Topology strategy: dyntopo for exploration, voxel remesh for even density, multires for detail on a locked base.375. Region order (head example): skull mass → brow ridge → zygomatic → jaw → sockets → nose → lips → ears → secondary → tertiary.386. Detail transfer: bake path is lookdev (D28); keep a high-poly archive.397. Gate: high-poly approved → retopology (`modeling`).4041## Procedures4243### Invented creature toolkit (16.12)44Combine locomotion class + mass + joint scheme from existing libraries. Do not invent physics. Attach real joint ranges, then exaggerate.4546### Brush encyclopedia47Use Depth 30: Clay/Clay Strips for mass, Crease for lines, Smooth as a partner not a crutch, Grab for proportions, Inflate/Blob carefully, Mask + Face Sets for regions. F size, Shift-F strength, Ctrl invert, Shift smooth.4849### Time budgets50Primary 40%, secondary 40%, tertiary 20%. Most failed sculpts spent the budget on pores.5152## Decision Logic5354- Realistic film human → anatomy mandatory.55- Stylized → simplified anatomy still mandatory.56- Skip sculpt for hard-surface-only assets.57- If proportion is wrong, Grab at primary — never add tertiary to hide it.5859## Inputs6061- Sheet / creature spec / proportion target62- Style (realistic vs stylized exaggeration)6364## Outputs6566- High-poly sculpt67- Anatomy notes (landmarks, ranges used)68- Form-gate approvals69- Hand-off to modeling for retopo70- Shared state: sculpt approved?7172## Tools7374Sculpt Mode, dyntopo, voxel remesh, multires, custom alphas, tablet recommended. Depth 16 & 30.7576## Constraints7778Do not animate dyntopo. Do not skip primary. Do not sculpt at final density from minute one.7980## Edge Cases8182- Multi-species hybrid: pick a dominant locomotion skeleton, graft extras as functional or decorative.83- Stylized over-muscled hero: still obey joint ranges or the rig will break.8485## Failure Modes & Fixes8687| FAIL | FIX |88|---|---|89| Mush creature | Landmarks + spec sheet |90| Smeared sculpt | Brush settings (30.2); lower strength; draw on forms |91| Detail on wrong proportion | Step back to primary Grab |92| Viewport death | Remesh strategy; hide levels |9394## Dependencies9596- Consumes `character-design`97- ⇄ `modeling` (retopo / cage)98- Informs `rigging` (joint ranges) and `animation` (believable motion)99100## Related Skills101102modeling, character-design, rigging, lookdev103104## Delegation Rules105106- Retopo/topology atlas application → `modeling`107- Pore maps / bake → `lookdev`108- Joint placement in armature → `rigging` (but ranges come from here)109110## Examples111112- Adult heroic: 8.5 heads, V-torso, joint ranges from 16.5, sculpt primary masses 2 hours, secondary muscles, tertiary only on face/hands.113- Insectoid: 16.9 anatomy, chitin plates as secondary forms, legs as exoskeleton segments.114115## Required Knowledge / Context116117- `knowledge/domains/ch03-modeling.md` (D21 D22)118- `knowledge/depth/ch16-anatomy-proportions.md`119- `knowledge/depth/ch30-sculpting-depth.md`120121## References to Shared Resources122123- `workflows/creature-pipeline.md`124- `templates/creature-spec.md`