Install
$ agentstack add mcp-mushroomfleet-blenderretopology-skill ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
BlenderRetopology Skill
A Claude Code skill that provides manual retopology workflow guidance for Blender MCP. Transform high-poly sculpts into clean, animation-ready quad meshes using proven topology techniques.
Overview
This skill encodes expert retopology knowledge from manual workflows into structured guidance that Claude can leverage when working with the Blender MCP. Rather than relying on automated remeshing (which rarely produces optimal results), this skill teaches the fundamental principle that all retopology reduces to three shapes: Circles, Rectangles, and Cylinders.
What It Does
- Guides topology island creation: Break complex models into manageable feature-based regions
- Provides edge flow patterns: 4-to-2, 3-to-1, and 2-to-1 reduction patterns for connecting islands
- Ensures animation-ready meshes: Proper loop placement for deformation at joints
- Maintains quad-only topology: Clean loop cuts without triangles blocking subdivision
- Optimizes polycount: Start minimal, add detail only where needed
When to Use
Trigger phrases include:
- "using BlenderRetopology skill"
- "retopologize", "retopo"
- "reduce polycount", "low poly version"
- "clean topology", "edge loops"
- "quad mesh", "topology islands"
- "animation-ready mesh", "game-ready mesh"
Installation
For Claude Code
- Download the
.skillfile from Releases - Place in your Claude Code skills directory:
`` ~/.claude/skills/blender-retopology.skill ``
- The skill will auto-load when triggered
Manual Installation
Clone the repository and copy the skill folder:
git clone https://github.com/MushroomFleet/BlenderRetopology-Skill.git
cp -r BlenderRetopology-Skill/blender-retopology ~/.claude/skills/
Usage
Basic Usage
Add the trigger phrase to your prompt before sending instructions to Blender MCP:
Using BlenderRetopology skill, retopologize this sculpted head mesh for animation.
Example Prompts
Full character retopology:
Using BlenderRetopology skill, create a game-ready version of my character sculpt.
Target 10k polys with proper edge loops at joints.
Specific feature work:
Using BlenderRetopology skill, retopologize just the hand. I need clean topology
for finger deformation with 8 edges per finger.
Topology repair:
Using BlenderRetopology skill, fix the edge flow around the mouth area.
The current loops don't support proper lip deformation.
Skill Contents
blender-retopology/
├── SKILL.md # Main skill instructions
└── references/
└── patterns.md # Detailed edge reduction patterns
SKILL.md
Core workflow guidance including:
- Setup sequence (backup, decimate, shrinkwrap, snap settings)
- The three shapes doctrine (circles, rectangles, cylinders)
- Topology islands strategy
- Connecting islands with pole-based patterns
- Loop cut validation
- Smoothing workflow
- MCP operation mapping
- Troubleshooting common issues
references/patterns.md
Detailed reference material:
- ASCII diagrams for reduction patterns (4-to-2, 3-to-1, 2-to-1)
- Circle fill patterns for various edge counts
- Pole placement guidelines with anatomical locations
- Head and hand topology breakdowns
- Animation-critical loop requirements
- Edge count matching formulas
Core Concepts
The Three Shapes
| Shape | Use Case | Key Rule | |-------|----------|----------| | Circle | Caps, fingers, cylindrical features | Always even edge count | | Rectangle | Flat fills, connectors | Loop cut in both directions | | Cylinder | Body parts, limbs, torso | Circle caps + rectangular body |
Topology Islands
Every model breaks down into islands—self-contained topology regions for major features:
- Face, body, hands, feet, ears (major islands)
- Eyes, mouth, nose (sub-islands within face)
- Individual fingers (sub-islands within hand)
Islands connect using reduction patterns when edge counts don't match.
The 4-to-2 Pattern
The most common connection pattern. Example: connecting 4 fingers (32 edges total) to a palm (18 edges):
- Connect finger islands horizontally
- Apply 4-to-2 pattern at joints
- Verify loop cuts flow correctly
Requirements
- Blender MCP configured and accessible
- Claude Code with skills support enabled
Contributing
Contributions welcome! Areas for improvement:
- Additional anatomical topology breakdowns
- More edge flow pattern diagrams
- Blender version-specific guidance
- Integration examples with specific MCP functions
License
MIT License - See LICENSE file for details.
📚 Citation
Academic Citation
If you use this codebase in your research or project, please cite:
@software{blender_retopology_skill,
title = {BlenderRetopology-Skill: Manual Retopology Workflow Guidance for Blender MCP},
author = {Drift Johnson},
year = {2025},
url = {https://github.com/MushroomFleet/BlenderRetopology-Skill},
version = {1.0.0}
}
Donate
[](https://ko-fi.com/driftjohnson)
Support This Project
If you found this useful, please star the repo — it helps others discover it!
[](https://github.com/MushroomFleet/BlenderRetopology-Skill)
Source & license
This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MushroomFleet
- Source: MushroomFleet/BlenderRetopology-Skill
- License: Apache-2.0
- Homepage: http://www.scuffedepoch.com
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.