From blender-skills
Provides AAA hard surface modeling workflows for sci-fi, industrial, military, vehicles, weapons, and mechanical props. Covers boolean/bevel operations, panel lines, greebles, and manufacturing-accurate surfaces in Blender via MCP.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:hard-surfaceThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.
Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.
Reference → Scale Blockout → Primary Volumes → Panel Breaks
→ Boolean Cuts → Bevel Pass → Weighted Normals
→ Greebles (instanced) → UV Planning → Materials
1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prep
Boolean rules:
SM_Cutter_[Feature]| Detail Tier | Bevel Width | Segments |
|---|---|---|
| Primary edges | 0.005–0.02m | 2–3 |
| Panel lines | 0.001–0.003m | 1–2 |
| Micro detail | 0.0005–0.001m | 1 |
Techniques (prefer non-destructive):
Place panel lines at:
COL_GreeblesSharp edges → Mark Sharp or Bevel Weight = 1.0
Soft transitions → Bevel Weight = 0.0–0.5
Auto Smooth angle: 30°–45° for hard surface
Weighted Normal modifier: Keep Sharp enabled
| Real-World Feature | Modeling Approach |
|---|---|
| Sheet metal bend | Bevel + slight inset |
| Weld seam | Thin raised strip or normal map |
| Bolt pattern | Instanced cylinder, hex inset |
| Vent grille | Boolean cut + array |
| Cable routing | Curve + bevel object or geo nodes |
| Rubber gasket | Separate mesh, slight inset channel |
Prefer vehicle-artist for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief.
Execute via MCP:
| Topic | Reference | Load When |
|---|---|---|
| Boolean deep dive | references/boolean-workflow.md | Complex cuts |
| Greeble library | references/greeble-patterns.md | Detail pass |
| Pipeline | ../references/asset-pipeline.md | Phase context |
| Style | Adjustment |
|---|---|
| realistic-style | Full bevel + PBR materials |
| lowpoly-style | Skip micro-bevels; large flat panels |
| horror-style | Industrial wear; asymmetric damage |
| stylized-style | Exaggerated panel breaks; bold bevels |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsAutonomously designs and models complex 3D objects in Blender using natural language. Covers procedural generation, parametric modeling, topology optimization, and script-based creation.
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Handles blockouts, mesh editing, non-destructive workflows, and cleanup.
Generates hard-surface 3D vehicle models (car, spaceship, mech, boat, tank, helicopter) with multi-angle reference and optional detail-texture pass. Wires as Vehicle3D or MeshInstance3D with polycount targets per use case.