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/character-artist

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.

From plugin
blender-skills
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill character-artist --agent claude-code

SKILL.md

character-artist.SKILL.md
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

Character Artist

Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.

When to Use

  • Human/humanoid character creation
  • Facial topology for expressions
  • Clothing and accessory modeling
  • Hair card systems or stylized hair
  • Character proportion and stylization

Workflow

Reference → Proportion Blockout → Body Forms → Limb Connection
    → Facial Features → Edge Loop Planning → Detail Pass
    → Clothing (separate mesh) → UV Handoff → Rig Handoff

Proportion Standards

| 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.

Edge Loop Strategy

Critical loop locations:

  • Eyes: concentric loops for blink/expression
  • Mouth: 3-loop minimum for lip deformation
  • Jaw: loop following jaw line for open/close
  • Shoulders: deltoid loop for arm raise
  • Elbows/knees: 3-loop pinching pattern
  • Hips: loop for leg spread

See `references/facial-topology.md` for face-specific loops.

Facial Structure

  • Eye socket: recessed; brow ridge defined
  • Nose: bridge width matches inner eye distance (realistic)
  • Mouth: lower lip fuller than upper (realistic)
  • Ear: aligns eye brow to nose base
  • Skull underlying forms visible in stylization

Clothing Workflow

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)

Hair Approaches

| 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 |

Animation-Ready Requirements

  • Quad-dominant topology on deformation zones
  • No poles on primary deformation areas (relocate to hidden zones)
  • Even edge length in face/neck/joints
  • Separate objects for swap-able parts (head, hands, gear)

MCP Integration

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

Constraints

MUST DO

  • Establish proportions before facial detail
  • Plan edge loops for planned deformations
  • Separate clothing/accessories as unique meshes
  • Match style skill direction (stylized vs realistic)
  • Validate topology before rigging handoff

MUST NOT DO

  • Triangles on primary deformation surfaces
  • Poles at corner of mouth or inner eye
  • Single mesh for body + hard surface armor (separate)
  • Skip reference for facial likeness work
  • Over-poly face before LOD planning

Reference Guide

| 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 Integration

| 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 |

Read more
@arjun988
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

1.7k94 skills1 MCP
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Questions about character-artist.

Which coding agents can use character-artist?
character-artist installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.