
Blender Retopology Uv
Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar)...
Install
npx skills add EL4CTEO/blender-skills --skill blender-retopology-uv -g -a claude-code -y- Repository
- EL4CTEO/blender-skills651
- Category
- Engineering
- Updated
- 5d ago
- License
- MIT
- Context cost
- Lightabout 1,158 tokens
- Runs scripts
- Yes, review before use
What it does
Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar), deformation edge flow, seams, unwrap (Angle Based, Minimum Stretch, Smart), pixel-margin packing, texel density measure/set, lightmap UV2, UDIMs, mirrored UVs. Use to turn sculpts/scans/AI meshes into game meshes or prep UVs for texturing/baking.
Retopology & UVs
The execution model is in blender-core.
Retopology
Automatic (scripts/auto_retopo.py -- --objects Sculpt --tris 8000 --method ...) makes <name>_low and leaves the source hidden:
| Method | Use for | Notes |
|---|---|---|
quadriflow | organic props, static characters, scans | clean quads. Voxel-remeshes first so the input is manifold; UVs are lost (re-unwrap) |
decimate | background props, LODs, AI-generated meshes | keeps UVs/shape, gives triangles. Fast |
planar | hard-surface CAD/boolean results | dissolves flat areas; keeps seams/sharp/material/UV borders |
Manual (hero characters, anything that deforms). Set up a new mesh object with a Shrinkwrap modifier (PROJECT, target = sculpt), snapping to FACE_PROJECT + use_snap_project, and the source in a different viewport color/x-ray. Auto retopo isn't good enough for deforming hero meshes, because the edge flow below matters.
Edge flow rules for deforming meshes
- Concentric loops around the eyes and mouth (≥3 rings). The nasolabial loop flows from the nose wing to the mouth corner.
- 3 loops at every bending joint (elbow, knee, finger knuckles), plus a loop on each side to keep volume. The shoulder needs extra loops for raising the arm.
- Keep poles (3/5-edge verts) out of bending areas. Put them on flat, stiff regions (chest, back of skull).
- Distribute quads evenly, with density where deformation and silhouette need it. Use triangles only in hidden, non-deforming spots.
- Character tri budgets in 2026: mobile 5, 15k, Roblox body ≤ 10.7k total, console/PC third-person 30, 80k, hero/cinematic 100k+. Check the target in
blender-game-optimization.
