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SekaiNoOwari77

mcp-3d-modeling-agent

blender_sculpt_to_retopo

Convert a high-poly sculpt into a low-poly retopologized mesh, with optional displacement map baking, to prepare game-ready assets.

Instructions

Pipeline tool: convert a high-poly sculpt to a retopologized low-poly mesh with optional displacement map baking. Creates a duplicate, applies remesh (voxel or quadriflow), auto-UV unwraps, and optionally bakes displacement from the original. Essential for game-ready asset production.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
methodNoRetopology method (default: VOXEL_REMESH)
object_nameYesName of the high-poly sculpted mesh object
target_polycountNoTarget polygon count for the retopo mesh (default: 5000)
bake_displacementNoBake displacement map from original to retopo mesh (default: true)
displacement_resolutionNoResolution of the displacement map in pixels (default: 2048)
output_displacement_pathNoFile path to save the baked displacement map (optional, defaults to temp file)

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. First observedv0.4.0

TDQS

A4/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the behavioral burden, and it does a good job: it discloses that the tool creates a duplicate, applies remesh, auto-UV unwraps, and optionally bakes displacement. It could add more detail about post-conditions like the final object name or whether the original remains untouched, but the core side effects are clearly stated.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with a clear purpose statement, followed by a compact pipeline summary. The final sentence about game-ready asset production is somewhat promotional and adds little functional value, but the overall length and structure are appropriate for a multi-step tool.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description covers the main workflow and parameter semantics are handled by the schema, but there is no output schema and the description does not explain what the tool returns or names the resulting object. For a mutating pipeline, a bit more detail on post-conditions would make it fully complete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The input schema has 100% description coverage, so the baseline is 3. The description mentions voxel/quadriflow remesh and optional displacement baking, but these are already present in the schema, so it adds little parameter-level meaning beyond what the schema provides.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource: it converts a high-poly sculpt into a retopologized low-poly mesh with optional displacement baking. It is clearly distinguishable from sibling tools like blender_sculpt_remesh_voxel or blender_bake_highpoly_to_lowpoly because it explicitly frames itself as a full pipeline rather than a single operation.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives a clear use case: converting a sculpted mesh to a game-ready low-poly asset in one pipeline step. It does not explicitly name alternatives or state when not to use it, but the pipeline framing makes the intended context obvious.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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