Scenario Zbrush Hard Surface
Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor...
Install
npx skills add scenario-labs/skills --skill scenario-zbrush-hard-surface -g -a claude-code -y- Repository
- scenario-labs/skills1.4k
- Category
- Engineering
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- Yes, review before use
What it does
Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.
ZBrush hard surface
Hard surface is judged as a result: it reads as manufactured when every edge is clearly straight or
clearly curved, planes carry an even highlight, edges are wide enough to catch light and every part
could be built (Plouffe, Klimer). The agent builds that language from deterministic operations
(primitives, Live Boolean stacks, polygroups as the crease plan, Dynamic Subdivision numbers,
ArrayMesh, Panel Loops) and uses clicks and strokes only where nothing else exists. If a sibling
skill named here is missing from your available skills, load it with skill_get (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
Toolkit: scripts/zb_hardsurface.py
(import sys; sys.path.insert(0, "<this skill>/scripts"); import zb_hardsurface as hs, then
hs.hs_call("new_part", "cube")), built on the lead's zb_ops, zb_review, zb_audit and
zb_stroke. Nothing in it has run in ZBrush yet.
