# Blender Retopology Uv

Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar)...

- Repository: https://github.com/EL4CTEO/blender-skills (651 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-30
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add EL4CTEO/blender-skills --skill blender-retopology-uv -g -a claude-code -y`
Codex: `npx skills add EL4CTEO/blender-skills --skill blender-retopology-uv -g -a codex -y`
Cursor: `npx skills add EL4CTEO/blender-skills --skill blender-retopology-uv -g -a cursor -y`
Gemini CLI: `npx skills add EL4CTEO/blender-skills --skill blender-retopology-uv -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add EL4CTEO/blender-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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`.

The rest: https://github.com/EL4CTEO/blender-skills/blob/HEAD/skills/blender-retopology-uv/SKILL.md
