analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill creature-artist --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill creature-artist -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill creature-artist -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill creature-artist -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill creature-artist -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill creature-artist -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill creature-artist -a windsurf -y
name: creature-artist description: AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: creature, monster, alien, fantasy, dragon, beast, organic design, muscle, anatomy, fauna related-skills: sculpting, retopology, rigging, character-artist
Believable creature design grounded in anatomy. Movement-informed topology. Fantasy with physical plausibility.
1. **Anatomy grounding** — Even fantasy references real biology 2. **Silhouette first** — Unique readable shape 3. **Movement logic** — Skeleton supports intended motion 4. **Muscle flow** — Surface forms follow underlying structure 5. **Storytelling** — Design communicates behavior (predator/prey/scavenger)
Reference → Skeleton Blockout → Muscle Masses → Surface Forms
→ Detail (sculpt or model) → Retopology → Rig → Animation Test| Type | Skeleton Base | Key Forms | |------|---------------|-----------| | Quadruped | Dog/horse reference | Shoulder hump, haunches | | Biped | Human/primate | Upright spine, heel plant | | Flying | Bat/bird | Wing membrane, keel chest | | Aquatic | Fish/shark | Lateral line, fin placement | | Serpentine | Snake | Ribcage segmentation | | Insectoid | Arthropod | Segmented body, jointed legs |
Before surface modeling: 1. Place joint locations (spine segments, limbs) 2. Verify range of motion at each joint 3. Ensure limb attachment supports gait cycle 4. Head/neck connection supports attack/look poses
| Tier | Detail | Method | |------|--------|--------| | Primary | Overall mass | Blockout/sphere modeling | | Secondary | Muscle groups | Sculpt or extrusion | | Tertiary | Skin folds, veins | Sculpt | | Micro | Scales, pores, scars | Sculpt + bake to normal |
Mechanical + organic:
1. Create skeleton blockout (armature or mesh guides) via MCP 2. Build primary masses with mirror/sphere modeling 3. Hand off to sculpting for detail pass 4. Query proportions against reference scale figure 5. Organize bio/mechanical collections separately
| Topic | Reference | Load When | |-------|-----------|-----------| | Quadruped anatomy | `references/quadruped-anatomy.md` | Four-legged creatures | | Flying creatures | `references/flying-creatures.md` | Wings, flight | | Pipeline | `../references/asset-pipeline.md` | Phase context |
| Style | Approach | |-------|----------| | realistic-style | Grounded anatomy; PBR skin | | stylized-style | Exaggerated features; bold shapes | | lowpoly-style | Minimal surface; texture detail | | horror-style | Uncanny proportions; exposed anatomy |
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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