雕刻与重拓扑
Sculpting & retopology
Sculpt organic forms and retopologize to target counts.
20 条本项目编写的提案 · 分类 v1.1 · 新增基准运行 0 次。下方验证方式与部分得分规则是设计,不是执行结果。
- 典型应用
- ZBrush · Blender
- 小类 GUI 需求标签
G3· 仅 GUI
任务提案 · 20
展开查看完整原文与建议检查方式;两种界面均保留提案英文原文。
R06.06.01.02-T01 Sculpt brow wrinkles from a reference displacement
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 4 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- Blender · RetopoFlow
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G2· GUI 必要- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
geom· 精确几何path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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+).
- 平台
mac· macOSwin· Windows- 应用
- Blender · Marmoset Toolbag
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G2· GUI 必要- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
vis· 视觉判断click· 指向与点击geom· 精确几何- 工作产物
WP04· 三维 / 空间模型- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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).
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断click· 指向与点击- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径geom· 精确几何vis· 视觉判断- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- Blender · ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G2· GUI 必要- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径geom· 精确几何vis· 视觉判断- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 4 / 5
建议验证方式
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.
建议部分得分
50% landmark distances; 20% dorsum straight; 15% symmetry; 15% rest unchanged.
R06.06.01.02-T09 Reproject sculpt detail onto a new topology
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
click· 指向与点击path· 连续路径vis· 视觉判断- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
20% new topology used; 50% detail projection accuracy; 30% claws artifact-free.
R06.06.01.02-T10 Sculpt a smile blendshape with landmark offsets
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- Blender · ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
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.
建议部分得分
40% landmark vectors; 30% secondary deformation; 15% basis untouched; 15% naturalness rubric.
R06.06.01.02-T11 Retopologize a hand for animation
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- Blender · Maya
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G2· GUI 必要- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
geom· 精确几何path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径click· 指向与点击vis· 视觉判断- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 2 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G2· GUI 必要- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
click· 指向与点击vis· 视觉判断- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 2 / 5
建议验证方式
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.
建议部分得分
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)
原始指令
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.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- pymeshlab · Blender (bpy, --background)
- 交互表面
term· 终端- GUI 需求 · 任务设定
CL· CLI 足够- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
code· 代码与命令- 工作产物
WP04· 三维 / 空间模型- 条件
- 未声明
- 提案难度
- 2 / 5
建议验证方式
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.
建议部分得分
20% triangle target; 50% detail preservation; 20% watertight; 10% units.
R06.06.01.02-T15 Sculpt jacket folds to a costume reference
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender · Marvelous Designer
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 4 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动geom· 精确几何- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件long· 长流程- 提案难度
- 5 / 5
建议验证方式
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).
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- Blender · Maya · TopoGun
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G2· GUI 必要- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
geom· 精确几何path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断geom· 精确几何- 工作产物
WP04· 三维 / 空间模型- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
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
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件hidden· 隐藏 / 过期状态- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
40% spikes removed; 20% stretched polys fixed; 40% hard detail preserved.
R06.06.01.02-T20 Sculpt an ear to match a reference scan
原始指令
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.
- 平台
mac· macOSwin· Windows- 应用
- ZBrush · Blender
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径vis· 视觉判断nav· 平移 / 缩放 / 滚动geom· 精确几何- 工作产物
WP04· 三维 / 空间模型- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
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.
建议部分得分
45% ear shape Chamfer; 25% landmarks; 15% mirrored; 15% blend and rest unchanged.
已有研究映射
以下沿用研究目录中的基准与小类映射,不是逐题标注、执行记录或产品背书。