analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill character-artist --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill character-artist -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill character-artist -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill character-artist -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill character-artist -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill character-artist -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill character-artist -a windsurf -y
name: character-artist description: AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: character, human, anatomy, face, facial, clothing, hair, body, edge loop, expression, portrait related-skills: sculpting, retopology, rigging, uv-workflow, materials
Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.
Reference → Proportion Blockout → Body Forms → Limb Connection
→ Facial Features → Edge Loop Planning → Detail Pass
→ Clothing (separate mesh) → UV Handoff → Rig Handoff| Type | Head Units | Notes | |------|------------|-------| | Realistic adult | 7.5–8 heads | Hero characters | | Stylized | 4–6 heads | Exaggerated features | | Heroic | 8–9 heads | Action games |
Always block proportions before detail.
Critical loop locations:
See `references/facial-topology.md` for face-specific loops.
1. Model body first (or use mannequin) 2. Duplicate body faces for clothing base 3. Solidify/extrude for cloth thickness 4. Separate mesh: `SM_Char_[Name]_Body`, `SM_Char_[Name]_Cloth_[Piece]` 5. Cloth does NOT share UVs with body 6. Weight paint transfers from body (via rigging skill)
| Method | Use Case | Skill | |--------|----------|-------| | Hair cards | Game-realistic | uv-workflow + texture-workflow | | Strand curves | Cinematic | particle/curve systems | | Stylized mesh | Lowpoly/stylized | blender-modeler | | Sculpted | Hero bake | sculpting → retopology |
1. Create base mannequin/blockout via MCP 2. Build body with mirror modifier via MCP 3. Query topology (face count, edge flow) at checkpoints 4. Separate clothing meshes via MCP 5. Organize character collection hierarchy
| Topic | Reference | Load When | |-------|-----------|-----------| | Facial topology | `references/facial-topology.md` | Face modeling | | Body proportions | `references/body-proportions.md` | Blockout | | Pipeline | `../references/asset-pipeline.md` | Phase context |
| Style | Adjustment | |-------|------------| | realistic-style | Full anatomy; 8-head proportion | | stylized-style | Exaggerated features; 4–5 heads | | lowpoly-style | Minimal loops; painted detail | | horror-style | Uncanny proportions; asymmetry |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
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