Realistic characters and creatures (ZBrush 2026)
SkillDev toolsGuides your agent through sculpting realistic heads, faces, bodies and creatures in ZBrush, including skin detail like pores and scales.
Available today. Use it from your connected AI after setup.
No other account needed.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Realistic characters and creatures (ZBrush 2026) skill
About this skill
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
What this skill tells your AI
The instructions your AI receives, as published by scenario-labs/skills in skills/dcc/zbrush/scenario-zbrush-character-creature/SKILL.md and read by ahel’s review.
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, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); 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 (stroke plans, ZBrush-side wrappers via zb_character.call(...), OBJ, alpha and render checks) on the lead's toolkit.
Stance (the expert delta)
- Cause before form, in planes. Kingslien: cranial versus facial mass, then the Bridgeman masses (forehead box, flat cheek, maxilla cylinder, triangular jaw), then features sculpted through the forms around them (nostril through the alar facial juncture, eye through the nasojugal groove). "Almost everything right or wrong in this face is right or wrong back in the beginning." A region touched twice means replan (
MoveBudget). His single separating lines suit synthesized strokes. - Detail is worthless on a weak base. Costa: judge primaries blurred, from afar, upside down and under three lights from the first sketch; keep level 1 alive for likeness edits until export.
- Asymmetry lives in the big forms. FlippedNormals break symmetry in the mid-frequency pass; J Hill again in the last 25 percent (nose tip off the axis, one ear, a lip corner, one eye's scale); Lazov pushes the whole creature from a stored morph target. Creature big forms: skull mass, one orbit rim, the jaw corner, a nostril, a horn's angle. Scars and broken scales come on top, never instead.
- Skin: scale first, regions second, breakup third. J Hill sets pore scale globally for age and sex first; lids and lips stay clean; even skin between details reads as plastic. Lines lie across the compression, in short connected segments (Costa: wrinkles connect pores, perpendicular to the circular muscles). Cracks on horns and tusks go large to small in stages (Starkie).
- Scales follow the anatomy; alphas never finish a surface. Henning Sanden: generic tile, mid value 50, tested on the model at least three times while you build it, then a hand unify pass; smooth inside a scale, never across its border. Starkie: a close-up hero gets individual scales (he gives no numbers). Berger: story, then biology, then cool; reference animals blended with no seams.
- Sharp enough to survive the render. FlippedNormals: carve deeper than feels right, because SSS and soft light eat sharpness; J Hill: only the sharp detail survives in the highlights. Over finished detail ClayBuildup erases what is under it: enhance with Standard, make directional passes with Elastic.
- Folds and poses have causes. Grassetti: every fold starts at a tension point, ends in another fold or an edge, is heavier near the tension; tightness picks drop, zigzag, X or Y. Eaton: only the force chain is tense; active muscles run straight between landmarks; scapula about 30 degrees at 90 degrees of arm elevation.
- Agent limits [added]. Transfer well: palette operations, feature masks plus Deformation sliders, layers and morph targets, two-point alpha stamps, short lines, spray loops, curves-API horns. Stay weak: Costa's thin ClayBuildup layering, groom and Morph-brush feel, anything needing Ctrl or Shift held, and HD Geometry (the A key cannot be sent). Say so in the report.
Establish first
| Input | Changes | Default when silent |
|---|---|---|
| Purpose and shot | stack, map path | film close-up still, 32-bit displacement into Maya/Arnold [added] |
| Driver | stack route | SDK only: regular levels, no HD; computer use: HD split |
| Subject and reference | canon, blend | human: A4S canon, Costa's millimeters; creature: two or three animals blended (Berger) |
| Age, sex, weight | pore scale, fat pads, gonial angle | adult, written down first |
| Pose | symmetry strategy | neutral: symmetric until the mid-frequency pass; posed: symmetry off (Eaton) |
| Base mesh | where detail starts | ZRemeshed quads with UVs and interior polygroups (eyes, mouth, nostrils) from scenario-zbrush-retopology-export |
Workflow
- Brief and maps. Design pyramid (Berger); rest versus rich zones (Lazov); scale flow over the anatomy (Henning). GATE: all three written down.
- Masses (from scenario-zbrush-sculpting, or skull first here, Lazov). Head: cranial versus facial mass, then Bridgeman masses on a stroke budget (Kingslien: 16 Move strokes; C2). Creature: skull, jaw hinge, horns (C17), open and closed mouth on layers (Berger). Figure: landmarks first (Eaton). GATE: sheet with front, profile, three-quarter and below (
view_facing("-Y"));head_ratio_checkorscapula_checkpasses or the deviation is deliberate; no retouched region. - Face critique pass in Kingslien's order (
references/critique.md). The first failing step is the fix: a separating line (C3), a masked move (C4) or plane strokes. GATE:face_reportmoves the right way against the previous stage. - Topology, stack, projection. Detail only on a clean, UV'd base. Choose the route before the first Divide (C5): SDK only,
subdiv_plan(route="regular")to about 20 to 25M, micro detail in a tiled map at render; computer use, 3 to 4 regular levels (top 1 to 2M) then 3 to 4 DivideHD. Never add HD over a 6 or 7-level stack: you cannot go below the HD entry (J Hill). Reproject withzb_ops.project_all(checkpoint, morph target and top-level layer built in), eye, mouth and nostril interiors masked first; then walk every level (C19). GATE:stack_checkok;spike_reportok in every danger-zone group; points per level logged. - Secondary forms: folds, wrinkles, fat pads, lids, lips; Costa's thin ClayBuildup (Z 2 to 3, many short strokes), Kingslien's lines; symmetry off for the big-form mid-frequency pass. Cloth: plan folds (C13) or simulate, then sculpt (C14, C15). GATE: blurred and thumbnail renders; no form "screams".
- Tertiary detail, one layer per frequency (
layer_new, agent-side ledger). Aim first:aim_atthe region, stamps insideregion_on_canvas(C9). Pore or scale bed: Surface Noise (C7) or alpha stamps (C8, C9), each alpha tested on the model while built. Wrinkles across the compression (C10); cracks withcrack_tree, largest first; breakup (C11); hand unify. GATE: raking close-ups;alpha_check(anddots_checkif dots were used); no tiling; lids and lips clean; each layer seen at intensity 0 and 1. - Asymmetry pass (C12), big forms first. GATE:
asymmetry_reportfinds at least two big-form regions broken; posed figures skip it. - Fur and hair (C16). Mask, preset from a file, Preview, Accept, Fast Preview PRE Vis 6 to 8. GATE: coverage render with a contrasting fill.
- Final review and handoff (C20). Costa's eight steps under three lights, upside down, blurred;
eye_report;detail_survivalon the SSS render;map_request_check; versioned ZTL. GATE: scorecard passes, or open items listed.
Numbers
| Item | Value | Source |
|---|---|---|
| Stack, SDK only | regular to about 20 to 25M (6,240 faces reach 25.5M at SDiv 7); "40 million is high"; micro detail tiled at render | J Hill; Costa |
| Stack, computer use | 3 to 4 regular levels, top 1 to 2M, then 3 to 4 DivideHD (Costa: 1.1M top, 3 DivideHD, 70M); HD ceiling 1 billion, so 3 DivideHD over 16M is already at it | Costa; J Hill; HD doc |
| Reprojection | target at about 3M; Store MT and a layer at the top level; PA Blur lowered | FlippedNormals |
| Face block-in | under about 360k points with Sculptris Pro | Kingslien |
| Head canon | crown to hairline 1/6 H, then thirds of 5/6 H; eyes at 1/2 H | Anatomy For Sculptors |
| Portrait scale | head 229 mm, eyeball 24 mm, IPD 63 mm, eyes 3 to 10 degrees outward | Costa |
| Wrinkles | Standard + Alpha 39, sharpened curve; fine: Standard, Spray, Alpha 60, Z 3 | Costa; J Hill |
| Pores | DragRect, Focal Shift -100, one size per zone; Surface Noise strength negative | Costa; J Hill |
| Alpha tile | plane, Smt off, about 1M polys (a 1K map), document 1024, perspective off, +50/-50 dots taller than any detail, MidValue 50; tested at 11, 26, 41 minutes | Henning |
| Folds | Standard Z 25 valleys, Clay Z 80 ridges, big Move for sag, SDiv 2 to 4 first | Grassetti (frames) |
| Cloth | Gravity 1 to 2.5; iterations 100 to 1000; Firmness 1 to 2 silky, 5 to 6 leather; collision about 1024; Extract Thick 0.01 cloth, 0.03 leather | Pavlovich; Maxon docs |
| Fur | Max Fibers 11 (thousands), Segments 6, PRE Vis 6 to 8, Profile 1 | Pablo; FiberMesh docs |
| Horns | detail straight, radial counts 8, 5, 3, then bend; decimate a copy to 20 % (arrays 5 % then 1 %); curve Res 10, Imbed 0 | Pablo |
Quality gates
- Measured:
stack_check; points per level and layer count;spike_reportper polygroup at every level;head_ratio_checkwithin 5 percent of H [added];face_reportdeltas;mirror_deviationandasymmetry_report;alpha_check,dots_check; foldfree_endpoints= 0,evenness> 0; area drift under 5 percent after a sim [added];eye_report;detail_survivalratio at least 0.5 [added];map_request_check; volume before and after every stroke batch. - Seen:
zb_review.reviewsheets in MatCap Gray (front, profile, three-quarter, below, back), raking close-ups per region and per danger zone after projection,blurred,thumbnail,upside_down, and the three-light SSS render (highlights keep the sharp detail).references/critique.mdsays what to look for.
Common mistakes
| Mistake | Looks like | Fix |
|---|---|---|
| Features on an undivided egg | no facial plane in profile | cranial versus facial mass, Bridgeman masses (C2) |
| Eye centered in the orbit | straight rim, lumps under the eye | eye high, margin hooked into the orbit, check from below (C3) |
| HD on a deep regular stack | 6 or 7 regular levels then HD; no smoothing room; 1 billion faces | route chosen first, stack_check (C5) |
| Projecting without nets | spikes in lids, lips, nostrils, fingers; hard lines in the displacement | project_all nets, interiors masked, level walk; morph_repair, never smooth (C19) |
| Symmetry broken only in details | scars on a mirrored skull | move the big forms (C12) |
| Uniform detail | plastic, noisy, no rest | region map; lids and lips clean; beat-up at three sizes |
| Alpha built blind | soft, tiled, bordered on the model | test on the model while building; dots taller than any detail; hand unify (C8) |
| ClayBuildup over finished pores | detail erased | Standard to enhance, Elastic for direction |
| Micro detail too soft | gone in the SSS render | carve deeper; detail_survival |
| One long wrinkle line | drawn, not skin | short connected segments across the compression (C10) |
| Lone or even folds | dangling ends, ladder of copies | termination and unevenness rules (C13) |
| Sim stretch or ghost collider | long polygons at contacts; cloth hugging nothing | more iterations or less gravity; Recalc after visibility changes |
| Fibers lost | groom vanished, FiberUV grayed | neutral settings before a groom; groom first, Divide last |
Handoffs
- Receives from scenario-zbrush-sculpting: a versioned ZTL with the primary forms, polygroups per region,
stats()and the last sheet. From scenario-zbrush-retopology-export: the clean quad base with UVs (UDIMs), interior polygroups for eyes, mouth and nostrils, and the projected stack (rx.project_stack). - Delivers to scenario-zbrush-retopology-export: the detailed ZTL with level 1 intact, eyes as separate SubTools, layers baked or the ledger, a morph target at the export level, and a map request that passes
map_request_check(Adaptive identical across maps, SubDiv below the top, Mid equal to the renderer's zero, UDIM tile names with a dot, Merge Maps off with EXR; Costa's film values inreferences/procedures.mdC20). UVs relaid outside ZBrush come back by Store MT, Switch, Import at the export level, no Divide, Switch MT on (Costa). To scenario-zbrush-paint-render: the same ZTL, region polygroups, grayscale approval renders and the three-light SSS request. - Related: scenario-zbrush-stylized, scenario-zbrush-pose-print, scenario-maya-groom (XGen).
ZBrush 2026 notes
- Not scriptable: HD entry (A key;
press_key"does not work"), layer names (the macros rename through ZFileUtils), mask painting, Shift-smoothing, the NoiseMaker window (set once by computer use, save a .ZNM). Brush:Dam_Standarddoes not resolve on 2026.2.1: select brushes throughzb_ops.select_brush, runbrush_checkonce per session. Orb_Cracks, RK_ and Antro_ brushes do not ship: Dam_Standard, Slash3, ClayBuildup, TrimAdaptive stand in.- Since 2026.1 custom alphas and brushes live in the Asset Directory (
alpha_library_dir()). NoiseMaker 2.0 (2026.0) rotates a tiling alpha to follow each region's flow. Redshift inside ZBrush runs the SSS check; Substance Bridge (2026.2) is the Painter route. - Decimate a duplicate, never the master (
rx.decimate_copy); a scripted pre-process may end the calling script [verify]. - Unconfirmed: layer intensity path, NoiseMaker blocking, scripted Run Simulation stop (live_c01, c03, c05).
References
references/expert-notes.md: principles by expert with timestamps, conflicts with their deciding condition. Load when planning a stage.references/procedures.md: bridge procedures C1 to C20, full code, live tests. Load before writing bridge code.references/critique.md: Kingslien's face checklist, Costa's evaluation, skin, creature, projection, cloth and fur rubrics. Load at every gate.references/gui-paths.md: palettes, hotkeys, brushes, settings for a computer-use agent.references/sources.md: sources, credentials, URLs, best timestamps, revision log.
Signals
- GitHub stars
- 681
- Forks
- 82
- Last commit
- Sep 2026
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scenario-zbrush-character-creature- Source
- github.com/scenario-labs/skills