Builds bipeds, quadrupeds, hexapods and winged creatures in code from a proportion table – lofted Catmull-Rom tubes and ellipsoids voxel-unioned and smoothed, hard shells, horns and claws added after so they stay crisp, numpy dent, crease and plate brushes.
Builds bipeds, quadrupeds, hexapods and winged creatures in code from a proportion table - lofted Catmull-Rom tubes and ellipsoids voxel-unioned and smoothed, hard shells, horns and claws added after so they stay crisp, numpy dent, crease and plate brushes - then a LOD0 at the contract budget (mirrored QuadriFlow quads with loops cut at every joint and tidied back to quads, hands, boots and paws as their own shells) while keeping a high copy for baking, and gates watertightness, budget, height, ground contact, joint loops and triangle share. Use when someone asks "sculpt our creature procedurally in Blender", "build the character mesh from a proportion table", "generate a six-legged mount with a hard shell in code", "make the high and low poly sculpt for baking", "the reviewer says our LOD0 has no loops at the elbows". Use it after the asset contract exists and before rigging. Do NOT use for rigging or skin weights - use game-rig-and-skin instead; for slim or stocky variants, use body-variant-frames.This is the skill's description: the text your AI reads to decide when the skill applies.
This is the skill's header. The step-by-step instructions are paid content and aren't shown here.
procedural-creature-sculpt/SKILL.md
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name: procedural-creature-sculpt
description: Builds bipeds, quadrupeds, hexapods and winged creatures in code from a proportion table - lofted Catmull-Rom tubes and ellipsoids voxel-unioned and smoothed, hard shells, horns and claws added after so they stay crisp, numpy dent, crease and plate brushes - then a LOD0 at the contract budget (mirrored QuadriFlow quads with loops cut at every joint and tidied back to quads, hands, boots and paws as their own shells) while keeping a high copy for baking, and gates watertightness, budget, height, ground contact, joint loops and triangle share. Use when someone asks "sculpt our creature procedurally in Blender", "build the character mesh from a proportion table", "generate a six-legged mount with a hard shell in code", "make the high and low poly sculpt for baking", "the reviewer says our LOD0 has no loops at the elbows". Use it after the asset contract exists and before rigging. Do NOT use for rigging or skin weights - use game-rig-and-skin instead; for slim or stocky variants, use body-variant-frames.
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… the full instructions are part of a premium pack and load in your AI once you have access.