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显示 1801-1824 / 共 2400 个技能
scenario-labs

scenario-blender-hard-surface

scenario-labs

"Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly."

代码评审 1132 29天前
scenario-labs

scenario-blender-sculpting

scenario-labs

"Use when sculpting in Blender through Python: sculpt a head, face or bust, a stylized or cartoon character, a creature or a realistic portrait; block out from primitives; cut planes, a jaw or gonial angle, cheekbones; fix a jaw or face that looks like a ball or balloon; stylized hair clumps; eyelids; an expression or smirk; plan remesh or multires resolution; reproduce Clay Strips, Crease, Draw Sharp, Scrape, Grab or mask moves without a tablet; final clay renders; or when a sculpt operator crashes headless."

代码评审 1132 29天前
scenario-labs

scenario-blender-texturing-shading

scenario-labs

"Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree."

智能体 1132 29天前
scenario-labs

scenario-maya-deformation

scenario-labs

'Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.'

数据处理 1132 29天前
scenario-labs

scenario-maya-expert

scenario-labs

'Use when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP connection into a running Maya, "Maya 2027", validating or exporting scenes, or a maya.cmds script that fails after the 2025 to 2027 changes (PySide6, OpenPBR, renamed math nodes, removed flags). Also when a Maya model, rig, shot or render must be judged like a professional before it is called done, or a brief must be routed to the right Maya specialist.'

游戏开发 1132 29天前
scenario-labs

scenario-maya-fx

scenario-labs

'Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).'

金融 1132 29天前
scenario-labs

scenario-maya-lighting-rendering

scenario-labs

'Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.'

代码评审 1132 29天前
scenario-labs

scenario-blender-lighting-rendering

scenario-labs

"Use when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter."

设计 1132 29天前
scenario-labs

scenario-blender-rigging

scenario-labs

'Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.'

代码生成 1132 29天前
scenario-labs

scenario-blender-uv-baking

scenario-labs

"Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails."

代码评审 1132 29天前
scenario-labs

scenario-maya-lookdev

scenario-labs

"Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold."

代码评审 1132 29天前
scenario-labs

scenario-maya-modeling

scenario-labs

'Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.'

代码评审 1132 29天前
scenario-labs

scenario-maya-pipeline-scripting

scenario-labs

"Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch."

游戏开发 1132 29天前
scenario-labs

scenario-maya-retopology-uv

scenario-labs

'Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.'

代码评审 1132 29天前
scenario-labs

scenario-maya-rigging

scenario-labs

'Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).'

设计 1132 29天前
scenario-labs

scenario-zbrush-automation

scenario-labs

"Use when automating ZBrush 2026: batch processing a folder of OBJ or ZTL files, a ZBrush Python script or ZScript, recording a macro to learn a palette path, the ZBrush -script command line, scripting UV Master, Decimation Master or Multi Map Exporter, exporting every SubTool, GoZ or GoB round trips with Maya or Blender, renaming SubTools, or batch reports. Also when a plugin press never returns, a dialog stalls a batch, one file kills the whole run, or GoZ updates the wrong SubTool."

设计 1132 29天前
scenario-labs

scenario-zbrush-character-creature

scenario-labs

'Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.'

代码评审 1132 29天前
scenario-labs

scenario-zbrush-expert

scenario-labs

"Use when an agent drives Maxon ZBrush 2026 for any task (sculpt in ZBrush, DynaMesh, ZRemesher, UVs, export, polypaint, posing, 3D print, clean up an AI mesh in ZBrush), when writing ZBrush Python (zbrush.commands) or ZScript, when the ZBrush bridge is not answering, a palette path or set() does nothing, a scripted stroke does not sculpt or a dialog blocks a script, or when a ZBrush result has to be judged the way a professional artist would."

设计 1132 29天前
scenario-labs

scenario-zbrush-hard-surface

scenario-labs

"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."

代码评审 1132 29天前
scenario-labs

scenario-zbrush-paint-render

scenario-labs

"Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised."

金融 1132 29天前
scenario-labs

scenario-zbrush-pose-print

scenario-labs

'Use when posing a sculpt or preparing it for 3D printing in ZBrush: "pose this character", Transpose Master, TPoseMesh, Gizmo posing with masks, ZSphere rig, Proxy Pose, weapon in the hand, stretching after posing, "3D print this", 1/6 scale statue, miniature, resin or FDM, hollowing, wall thickness, drain holes, keys and pins, cutting into parts, 3D Print Hub, Scale Master, Decimation Master, STL or 3MF, size in millimeters.'

代码评审 1132 29天前
scenario-labs

scenario-zbrush-retopology-export

scenario-labs

'Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.'

设计 1132 29天前
scenario-labs

scenario-zbrush-sculpting

scenario-labs

"Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, Dam_Standard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups."

设计 1132 29天前
scenario-labs

scenario-zbrush-stylized

scenario-labs

"Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale)."

代码评审 1132 29天前