From blender-skills
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Handles blockouts, mesh editing, non-destructive workflows, and cleanup.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:blender-modelerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution.
Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution.
1. Scene Setup → Collections, scale reference, naming
2. Blockout → Primitives, mirror, array
3. Shape Refinement → Edit mode or modifier-based edits
4. Modifier Stack → Non-destructive detail
5. Cleanup → Merge, normals, manifold check
6. Handoff → UV/materials or discipline specialist
Establish via MCP immediately:
COL_Project
├── COL_Reference # Scale refs, ortho images
├── COL_Blockout # Temporary blockout meshes
├── COL_Geo # Final geometry
├── COL_Collision # Proxy meshes
└── COL_Instances # Empties/collections for instancing
Naming: ../references/naming-conventions.md
Preferred order (bottom to top):
1. Mirror # Symmetry
2. Array # Repetition
3. Solidify # Thickness
4. Boolean # Cuts (prefer live booleans until export)
5. Bevel # Edge detail
6. Weighted Normal # Hard surface shading
7. Subdivision # Only when topology supports it
Rules:
| Operation | Use When |
|---|---|
| Extrude (E) | Adding depth from faces |
| Inset (I) | Panel lines, frames |
| Loop Cut (Ctrl+R) | Adding resolution |
| Knife (K) | Custom cuts |
| Merge by Distance | Cleanup duplicates |
| Recalculate Normals | Fix shading issues |
Via MCP: execute equivalent operations; don't narrate UI.
| Method | Use Case |
|---|---|
| Linked Duplicate (Alt+D) | Identical props with variation potential |
| Collection Instance | Modular kit pieces |
| Geometry Nodes | Procedural scatter (see geometry-nodes) |
| Array Modifier | Linear repetition |
Prefer instances over duplicate geometry for repeated elements.
1. Create mesh objects via MCP
2. Apply modifiers via MCP
3. Query polycount after each major edit
4. Organize into collections via MCP
5. Duplicate to backup collection before destructive ops
See ../references/mcp-integration.md
SM_ prefix immediately| Topic | Reference | Load When |
|---|---|---|
| Modifier deep dive | references/modifier-stack.md | Complex modifier chains |
| Scene organization | references/scene-organization.md | Large scenes |
| Pipeline | ../references/asset-pipeline.md | Phase context |
| To Skill | When |
|---|---|
| hard-surface | Mechanical/sci-fi detail pass |
| environment-artist | Modular environment pieces |
| character-artist | Organic human forms |
| uv-workflow | Topology locked, ready for UVs |
| asset-optimization | Pre-export performance pass |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsProvides expert-level support for Blender 3D modeling, animation, rendering, and pipeline automation. Handles scene management, materials, rigging, and geometry nodes.
Expert guidance on 3D modeling, topology, UV mapping, retopology, LOD systems, and DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini) for game and film production.
Orchestrates AAA Blender production pipelines for game-ready assets. Plans, delegates, and validates across modeling, UVs, materials, rigging, and export.