Computer-Use Agent Taxonomy中文
R06.06.01.02 · TASK CLASS

Sculpting & retopology

Sculpt organic forms and retopologize to target counts.

20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.

Typical applications
ZBrush · Blender
Class GUI-need label
G3 · GUI-only

Task proposals · 20

Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.

R06.06.01.02-T01 Sculpt brow wrinkles from a reference displacement

Original instruction

Open fixtures/head_base.ztl (subdivision level 6). Sculpt the 5 horizontal brow wrinkles shown in ref/brow_displacement.png and ref/brow_photo.jpg onto the forehead on a layer 'Brow', leaving the rest of the face untouched. Save output/head_brow.ztl and export level-6 output/head_brow.obj.

Platforms
mac · macOS win · Windows
Applications
ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
4 / 5

Proposed verifier

Baked tangent normal map in the GT brow region vs reference: mean cosine similarity >= 0.8; wrinkle ridge lines (curvature peaks) within 1.5 mm of GT curves for >= 4 of 5. Outside the brow region displacement <= 0.05 mm. Base-mesh vertex IDs must persist; ZScript disabled; layer 'Brow' present in the .ztl.

Proposed partial credit

20% sculpt confined to brow; 40% normal similarity; 30% wrinkle placement; 10% layer named.

R06.06.01.02-T02 Manually retopologize a 1M-poly head to 8k quads

Original instruction

Retopologize fixtures/head_sculpt_1M.obj in Blender (snapping to surface, RetopoFlow allowed) into a production head: <= 8,000 faces, >= 95% quads, concentric edge loops around both eyes (>= 4) and the mouth (>= 4), poles kept off the loops. Save output/head_retopo.blend and output/head_retopo.obj.

Platforms
mac · macOS win · Windows
Applications
Blender · RetopoFlow
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
geom · Precise geometry path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Faces <= 8000, quads >= 95%, manifold. Two-sided Hausdorff to sculpt <= 1 mm, mean <= 0.25 mm. Loop detector finds >= 4 closed loops encircling each GT eye and mouth landmark. Poles (valence != 4) not on those loops. Auto-remesh (Quadriflow/Instant Meshes) output fingerprinted by edge-flow statistics and Info log. Blender's Python console, Text Editor and --python are disabled; only the RetopoFlow add-on is enabled.

Proposed partial credit

20% budget and quad ratio; 30% surface fit; 35% eye/mouth loops; 15% pole placement.

R06.06.01.02-T03 Bake a clean normal map from high to low with a cage

Original instruction

Bake a 4k tangent-space normal map from fixtures/crate_high.obj onto fixtures/crate_low.fbx in Blender or Marmoset Toolbag, adjusting the cage so there is no skew or ray-miss artifacts on the 45-degree bevels. Export output/crate_normal.png (MikkTSpace, OpenGL Y+).

Platforms
mac · macOS win · Windows
Applications
Blender · Marmoset Toolbag
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
vis · Visual judgment click · Point & click geom · Precise geometry
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Normal map vs GT bake (well-adjusted cage): mean angular error <= 3 deg overall and <= 6 deg on GT bevel regions; ray-miss pixels (flat 128,128,255 inside islands where GT has detail) <= 0.2%. Y+ convention checked by sign on a known slope. Resolution 4096. The VM has no terminal; Blender's Python console/--python and Toolbag's Python scripts are disabled, and files written outside the two apps are logged.

Proposed partial credit

20% correct convention and size; 50% angular error targets; 30% no ray-miss/skew artifacts.

R06.06.01.02-T04 Sculpt a stylized boulder to three silhouettes

Original instruction

Starting from a DynaMesh sphere, sculpt the stylized boulder in ref/boulder_front.png, ref/boulder_side.png and ref/boulder_top.png (orthographic, 1 px = 1 cm), with planar faceted cuts as in the concept. Save output/boulder.ztl and export output/boulder.obj (cm).

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Orthographic silhouettes of the OBJ vs references: IoU >= 0.9 per view. Facet planarity: >= 6 GT facet regions fit planes with RMS <= 2 mm. Primitives must be DynaMesh-derived (no imported meshes; session undo history has >= 50 brush strokes). ZBrush ZScript/plugins and Blender's Python console/--python are disabled.

Proposed partial credit

45% silhouette IoU (15 pts per view); 35% planar facets; 20% workflow evidence and export.

R06.06.01.02-T05 Guide ZRemesher so edge flow follows muscles

Original instruction

Retopologize fixtures/torso_sculpt.ztl with ZRemesher using guide curves so loops follow the pectoral and deltoid contours in ref/torso_flow.png, target 5,000 polygons +/- 10%, symmetric. Project the sculpt detail back to level 4 of the new mesh. Save output/torso_remesh.ztl.

Platforms
mac · macOS win · Windows
Applications
ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment click · Point & click
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Level-1 polycount 4500-5500, quads >= 98%, X-symmetric. Edge-flow alignment: mean angle between edges and GT flow field in pectoral/deltoid regions <= 20 deg. Level-4 surface vs original sculpt Hausdorff <= 0.5 mm. Guide curves present in the tool's ZRemesher curve data. ZScript and plugin loading are disabled; the .ztl must be saved by ZBrush and outside file writes are logged.

Proposed partial credit

25% polycount and symmetry; 40% flow alignment; 25% detail projected; 10% guides used.

R06.06.01.02-T06 Sculpt panel lines into a helmet along given curves

Original instruction

fixtures/helmet_sub5.ztl is a smooth sci-fi helmet. Sculpt 4 panel lines that follow the GT curves drawn on ref/helmet_lines.png (front and side), each 0.8 mm wide and 1.0 mm deep with crisp edges, plus 2 small vents. Save output/helmet_panels.ztl and export level-5 OBJ.

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path geom · Precise geometry vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

On the exported mesh, groove centerlines extracted by curvature lie within 1 mm of GT curves along >= 90% of length; depth 1.0 +/- 0.2 mm and width 0.8 +/- 0.2 mm at 40 samples; vents present at GT positions. Displacement elsewhere <= 0.05 mm. Base vertex IDs persist; ZBrush ZScript/plugins and Blender's Python console/--python are disabled.

Proposed partial credit

40% groove placement; 30% depth/width; 15% vents; 15% rest untouched.

R06.06.01.02-T07 Clean a noisy statue scan while keeping carved detail

Original instruction

fixtures/statue_scan.ply (synthetic photogrammetry, 2M tris) has scanner noise and 6 holes. In Blender sculpt mode (or ZBrush), smooth the noise on the GT smooth regions, fill the holes to match surrounding form, and keep the carved lettering and drapery folds sharp. Export output/statue_clean.ply.

Platforms
mac · macOS win · Windows
Applications
Blender · ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Against the GT clean model: high-frequency noise energy in smooth regions reduced >= 60%; lettering/fold regions curvature correlation >= 0.9 with GT; watertight; filled hole patches Hausdorff <= 1.5 mm. Global smoothing applied to the whole mesh fails the lettering check. Blender's Python console/--python and ZBrush ZScript/plugins are disabled; PLY files written outside the apps are logged and fail.

Proposed partial credit

35% noise reduced in smooth regions; 35% detail preserved; 30% holes filled to form.

R06.06.01.02-T08 Sculpt a nose to anthropometric landmark targets

Original instruction

On fixtures/face_neutral_base.ztl (subdivision level 5) reshape the nose to the anthropometric spec in input/nose_spec.json: nasal length 52 mm, alar width 36 mm, tip projection 22 mm, nasal bridge dorsum straight. Keep the face symmetric and the rest of the face unchanged. Export output/face_nose.obj.

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path geom · Precise geometry vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
4 / 5

Proposed verifier

Landmarks (nasion, pronasale, subnasale, alare L/R) located by GT vertex IDs: each spec distance within 1 mm. Dorsum profile curvature RMS from a line <= 0.5 mm. Symmetry error <= 0.3 mm. Outside the GT nose region displacement <= 0.1 mm. Vertex IDs persist; ZBrush ZScript/plugins and Blender's Python console/--python are disabled, and scripted deformers must be absent from history.

Proposed partial credit

50% landmark distances; 20% dorsum straight; 15% symmetry; 15% rest unchanged.

R06.06.01.02-T09 Reproject sculpt detail onto a new topology

Original instruction

Production replaced the low-poly topology of fixtures/creature_arm.ztl with fixtures/arm_new_lowpoly.obj. In ZBrush, append the new mesh, subdivide it to level 6, and project all sculpted detail from the old subtool (ProjectAll with masking around the claws) so detail matches. Save output/arm_reprojected.ztl and export level-6 OBJ.

Platforms
mac · macOS win · Windows
Applications
ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click path · Continuous path vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Level-6 export: vertex IDs derive from arm_new_lowpoly (level 1 must match it exactly); Hausdorff to the old sculpt <= 0.2 mm; no projection artifacts on claw tips (GT region error <= 0.3 mm, no spikes > 0.5 mm). Normal-map cosine similarity vs old sculpt >= 0.95. ZScript/plugins are disabled; the .ztl must be saved by ZBrush and outside file writes are logged.

Proposed partial credit

20% new topology used; 50% detail projection accuracy; 30% claws artifact-free.

R06.06.01.02-T10 Sculpt a smile blendshape with landmark offsets

Original instruction

On fixtures/face_neutral.blend (multires level 3) sculpt a 'Smile' shape key: mouth corners move up/back by the vectors in input/smile_offsets.json (+/- 1 mm), cheeks bulge, nasolabial folds deepen, eyes slightly squint. Neutral basis must stay unchanged. Save output/face_smile.blend.

Platforms
mac · macOS win · Windows
Applications
Blender · ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

Shape key 'Smile' exists on the base mesh; landmark displacements within 1 mm of the JSON vectors; cheek apex volume change and nasolabial fold depth within 25% of GT smile; lower-eyelid raise 1-3 mm. Basis identical to input. VLM rubric for naturalness (15%). Blender's Python console, Text Editor and --python are disabled; .blend writes from outside Blender are logged and fail.

Proposed partial credit

40% landmark vectors; 30% secondary deformation; 15% basis untouched; 15% naturalness rubric.

R06.06.01.02-T11 Retopologize a hand for animation

Original instruction

Retopologize fixtures/hand_sculpt.obj into an animation-ready hand: 1,000-1,400 quads, 3 edge loops at every knuckle and the wrist, 5 fingers with separate loops for nails, no triangles. Save output/hand_retopo.blend and export OBJ.

Platforms
mac · macOS win · Windows
Applications
Blender · Maya
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
geom · Precise geometry path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

Faces 1000-1400, quads 100%, manifold. Hausdorff to sculpt <= 1 mm. Joint-loop detector: >= 3 closed loops within 6 mm of each of 15 GT knuckle centers and the wrist. Nail borders follow a closed loop per finger. Auto-remesh fingerprint (Info log, edge-flow stats) flagged. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled.

Proposed partial credit

20% budget/quads; 25% surface fit; 40% knuckle and wrist loops; 15% nail loops.

R06.06.01.02-T12 Extract an armor plate from a masked body region

Original instruction

In fixtures/knight_body.ztl, mask the chest region outlined in ref/chest_plate_mask.png and Extract it as a new subtool 'ChestPlate' with 3 mm thickness and smooth edges. Do not modify the body. Save output/knight_plate.ztl and export the plate OBJ.

Platforms
mac · macOS win · Windows
Applications
ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
2 / 5

Proposed verifier

Plate subtool exists; projected footprint IoU vs GT mask >= 0.88; thickness 3 +/- 0.3 mm at 30 samples; watertight; body subtool identical to input (vertex positions unchanged). ZScript and plugin loading are disabled; the .ztl must be saved by ZBrush and outside file writes are logged.

Proposed partial credit

20% subtool created and named; 45% footprint IoU; 25% thickness; 10% body untouched.

R06.06.01.02-T13 Decimate a sculpt for a 3D-print proof

Original instruction

Decimate fixtures/bust_sculpt_8M.ztl to 200,000 triangles (+/- 2%) with Decimation Master, preserving the GT high-detail areas (eyes, lips, hair strands), and export output/bust_200k.stl in mm for a print proof.

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
2 / 5

Proposed verifier

Triangles 196k-204k; watertight; Hausdorff to source <= 0.05 mm on GT detail regions and <= 0.1 mm overall. Units checked by bbox height 280 +/- 1 mm. Session history must show decimation in-app (control pair is T14). ZBrush ZScript/plugins and Blender's Python console/--python are disabled.

Proposed partial credit

20% triangle target; 50% detail preservation; 20% watertight; 10% units.

R06.06.01.02-T14 Decimate the bust from the terminal (control pair of T13)

Original instruction

Control pair of T13: without any GUI, decimate fixtures/bust_sculpt_8M.obj to 200,000 triangles (+/- 2%) using pymeshlab or blender --background and write output/bust_200k_cli.stl in mm, meeting the same detail and watertight thresholds.

Platforms
mac · macOS win · Windows lin · Linux
Applications
pymeshlab · Blender (bpy, --background)
Interfaces
term · Terminal
GUI need · task setting
CL · CLI-sufficient
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
code · Code & commands
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
2 / 5

Proposed verifier

Same thresholds as T13: 196k-204k triangles, watertight, Hausdorff <= 0.05 mm on detail regions and <= 0.1 mm overall, bbox height 280 +/- 1 mm. Scored side by side with T13 for the GUI-vs-CLI delta.

Proposed partial credit

20% triangle target; 50% detail preservation; 20% watertight; 10% units.

R06.06.01.02-T15 Sculpt jacket folds to a costume reference

Original instruction

fixtures/jacket_base.ztl is a smooth jacket over a posed body. Sculpt the compression and drape folds shown in ref/jacket_folds_front.jpg and ref/jacket_folds_back.jpg: 6 elbow folds per arm, 3 armpit pinches, a hanging hem drape. Keep the inner surface clear of the body. Export output/jacket_folds.obj.

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender · Marvelous Designer
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
4 / 5

Proposed verifier

Fold crest lines (curvature extraction) vs GT crests: >= 75% matched within 4 mm; normal-map cosine similarity in fold regions >= 0.75; jacket-body penetration 0 vertices (signed distance >= 0.5 mm); base vertex IDs persist. Simulated cloth imports detected by ID check. ZBrush ZScript/plugins, Blender's Python console/--python and Marvelous Designer's Python API are disabled.

Proposed partial credit

40% fold placement; 30% fold shape similarity; 20% no penetration; 10% provenance.

R06.06.01.02-T16 Sculpt a dragon head from a three-view concept

Original instruction

From ref/dragon_concept_{front,side,top}.png and the brief notes/dragon_brief.txt, sculpt a dragon head in ZBrush from a base sphere or supplied armature: horns, brow ridges, 24 visible teeth, scales on the snout at tertiary detail. Deliver output/dragon_head.ztl with >= 5 subdivision levels and a level-1 mesh under 20k polys.

Platforms
mac · macOS win · Windows
Applications
ZBrush
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll geom · Precise geometry
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Silhouette IoU >= 0.88 per concept view; 16 GT landmarks (horn tips, eye corners, nostrils) within 5 mm after similarity alignment; tooth count 24 +/- 1 (connected-component count); snout tertiary detail energy >= 50% of GT; subdivision level and budget read from .ztl export. VLM rubric for concept fidelity (15%). ZScript/plugins are disabled; the .ztl must be saved by ZBrush (outside writes logged).

Proposed partial credit

35% silhouettes; 25% landmarks; 25% teeth/detail (15 pts) and subdivision structure (10 pts); 15% concept rubric.

R06.06.01.02-T17 Retopologize a full character for rigging

Original instruction

Retopologize fixtures/hero_sculpt.obj (full body, 6M tris) into an animation-ready mesh: 12-15k quads, symmetric, >= 3 deformation loops at shoulders, elbows, wrists, hips, knees and ankles, mouth and eye loops as a head standard. Save output/hero_retopo.blend and export FBX.

Platforms
mac · macOS win · Windows
Applications
Blender · Maya · TopoGun
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
geom · Precise geometry path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

12000-15000 faces, quads >= 98%, X-symmetric, manifold. Hausdorff <= 1.5 mm, mean <= 0.3 mm. Joint loops: >= 3 closed loops around each of 12 GT joint centers; facial loops >= 4 around eyes and mouth. Auto-remesh fingerprint and Info log checked. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; mesh files written outside the apps are logged.

Proposed partial credit

20% budget/symmetry; 25% surface fit; 40% joint loops; 15% facial loops.

R06.06.01.02-T18 Add dents and scratches to a sword with multires

Original instruction

On fixtures/sword.blend (blade with Multiresolution level 4), sculpt 4 dents at the marked positions in ref/sword_damage.png (depth 0.5 mm, diameter 6 mm) and 10 thin edge nicks, then bake displacement to output/sword_disp.exr from level 4 to level 0.

Platforms
mac · macOS win · Windows
Applications
Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment geom · Precise geometry
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Level-4 mesh: dents within 3 mm of GT positions, depth 0.5 +/- 0.1 mm, diameter 6 +/- 1 mm; >= 8 nicks detected on the edge band. Baked EXR exists, 32-bit, and reproduces the level-4 surface within 0.05 mm when applied. Blender's Python console, Text Editor and --python are disabled; the Info log is also scanned for scripted ops.

Proposed partial credit

45% dents placed and sized; 25% edge nicks; 30% displacement bake valid.

R06.06.01.02-T19 Fix spikes and stretched polygons in a merged sculpt

Original instruction

fixtures/robot_merged.ztl was DynaMeshed from kitbashed parts and now has 23 spikes and stretched polys along the merge seams. Remove all artifacts while preserving the hard panel edges and bolt details. Export output/robot_fixed.obj.

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app hidden · Hidden/stale state
Proposed difficulty
3 / 5

Proposed verifier

Spike detector (vertices with local curvature > GT threshold and height > 1 mm) finds 0. Edge length ratio > 10 faces <= 0.1%. GT hard-edge regions: dihedral angle histogram within 10% of source; bolt features (12) still present. Global smoothing fails the hard-edge check. ZBrush ZScript/plugins and Blender's Python console/--python are disabled; OBJ writes from outside the apps are logged.

Proposed partial credit

40% spikes removed; 20% stretched polys fixed; 40% hard detail preserved.

R06.06.01.02-T20 Sculpt an ear to match a reference scan

Original instruction

On fixtures/head_no_ear.ztl (level 5), sculpt the left ear to match ref/ear_scan_views/ (6 rendered views with scale) including helix, antihelix, tragus and lobe, blending into the head. Mirror to the right side. Export output/head_ears.obj.

Platforms
mac · macOS win · Windows
Applications
ZBrush · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
path · Continuous path vis · Visual judgment nav · Pan/zoom/scroll geom · Precise geometry
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

In the GT ear region: Chamfer to the scan ear <= 0.8 mm after rigid alignment; 6 anatomical landmarks within 1.5 mm; right ear mirror error <= 0.3 mm; head outside a 15 mm blend band unchanged. Vertex IDs persist. ZBrush ZScript/plugins and Blender's Python console/--python are disabled; OBJ writes from outside the apps are logged and fail.

Proposed partial credit

45% ear shape Chamfer; 25% landmarks; 15% mirrored; 15% blend and rest unchanged.

Mapped research references

Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.

In this workflow family