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.
$ npx -y skills add arjun988/blender-skills --skill creature-artist --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/creature-artistContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
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.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows…
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before…