Retopology
SkillDev toolsProduction retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Retopology skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/retopology/SKILL.md and read by ahel’s review.
Clean, purposeful topology for deformation, UVs, and performance. Quad-dominant. Animation-ready.
When to Use
- After sculpting high-poly characters/creatures
- Before rigging any deforming mesh
- Poly reduction while preserving silhouette
- Fixing topology from boolean or scan cleanup
Workflow
High-Poly Reference → Guide Setup → Block Retopo → Loop Refinement
→ Pole Placement → Triangle Cleanup → Validation → UV Handoff
Retopology Methods
| Method | Best For | Speed |
|---|---|---|
| Manual (Poly Build tool) | Hero characters | Slow, best quality |
| Shrinkwrap retopo | Creatures, organic | Medium |
| Quad Remesh (voxel) | Quick blockout retopo | Fast, needs cleanup |
| Instant Meshes (external) | Background assets | Fast |
| Symmetry retopo | Bilateral characters | Medium |
Production default: Manual with shrinkwrap for hero; Quad Remesh + cleanup for background.
Edge Loop Rules
- Loops follow muscle/deformation direction
- One loop per major form change
- Maintain even edge length in deformation zones
- Redirect loops at poles (minimum 3 edges meeting)
- Hide poles at back of head, armpits, groin
Pole Management
| Location | Acceptable | Avoid |
|---|---|---|
| Top of head | 3–5 pole | — |
| Inner eye corner | Redirect pole | Pole directly at corner |
| Shoulder | 3-edge pole hidden | Star pattern on deltoid |
| Back of knee | Pole in crease | Pole on front of knee |
Triangle Policy
- Triangles OK on non-deforming static mesh
- Convert tris to quads on face, joints, fingers
- No n-gons on deforming surfaces
- Tris at hidden areas (scalp under hair, mouth interior)
Polycount Targets
See ../references/polycount-budgets.md. Retopo is where budget is enforced.
Shrinkwrap Retopo Setup
1. Duplicate high-poly to reference collection (hidden in render)
2. Create retopo mesh with Poly Build / manual extrude
3. Shrinkwrap modifier → Target: high-poly
4. Snap to face with project individual elements
5. Validate shrinkwrap distance (no intersection)
Validation Checklist
- Quad-dominant on all deformation areas
- Edge loops support planned rig joints
- No non-manifold geometry
- Silhouette matches high-poly reference
- Polycount within budget
- Poles placed at acceptable locations
- Mesh manifold and watertight (if required)
MCP Integration
- Create retopo mesh object via MCP
- Apply shrinkwrap modifier via MCP
- Query face/edge count during retopo
- Compare silhouette via MCP render/query
- Transfer to
COL_Geo_LowPolycollection
Constraints
MUST DO
- Retopo before rigging deforming meshes
- Preserve silhouette vs high-poly reference
- Plan loops for facial expressions (characters)
- Enforce polycount budget
- Validate manifold before UV pass
MUST NOT DO
- Auto-retopo without manual cleanup (hero assets)
- Leave n-gons on deformation surfaces
- Skip validation against reference
- Retopo without knowing rig requirements
- Uniform density (more density at face/hands)
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Facial retopo | references/facial-retopo.md | Character faces |
| Game vs cinematic | references/game-cinematic-topo.md | Budget decisions |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
retopology- Source
- github.com/arjun988/blender-skills