analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill blender-modeler --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/blender-modelerContext preview
The summary Claude sees to decide when to auto-load this skill.
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
name: blender-modeler description: Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: model, blockout, edit mode, modifier, collection, mesh, primitive, snap, pivot, scene organization related-skills: hard-surface, environment-artist, asset-optimization, uv-workflow
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`
| 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 |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
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