analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill environment-artist --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/environment-artistContext preview
The summary Claude sees to decide when to auto-load this skill.
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
name: environment-artist description: AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: environment, modular kit, building, terrain, vegetation, architecture, interior, exterior, level art, scene composition related-skills: geometry-nodes, procedural-modeling, materials, lighting
Modular, scalable environment production for games. Storytelling through space. Performance-conscious.
1. **Modularity** — Pieces snap to grid; reusable across scenes 2. **Storytelling** — Environment communicates history and mood 3. **Scale** — Human reference always present 4. **Performance** — Instancing, LODs, texture atlases 5. **Composition** — Guide player eye with shapes and value
Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets
→ UV Atlas → Material Variants → Instance Placement
→ Hero Overrides → Optimization → Export| Kit Type | Grid Unit | Snap | |----------|-----------|------| | Interior walls | 2m or 4m | 0.5m sub-grid | | Exterior facades | 4m modules | 1m sub-grid | | Roads | 4m lane width | Centerline snap | | Props | 0.5m | Free placement |
Name modules: `SM_Env_[Type]_[Role]_[Size]` Example: `SM_Env_Wall_Corner_2m`
| Role | Purpose | Count Target | |------|---------|--------------| | Corner | 90° turns | 2–4 variants | | Edge | Straight runs | 2–3 lengths | | Fill | Blank panels | 3–5 variants | | Door/Window | Breakups | 2–4 types | | Trim | Transitions | Shared trim sheet |
| Type | Approach | Poly Budget | |------|----------|-------------| | Hero tree | Hand model + cards | 5k–15k tris | | Mid tree | Simplified + impostor LOD | 2k–5k tris | | Bush | Cards + cluster | 500–2k tris | | Grass | Cards or geo nodes scatter | 2–50 tris per blade |
Use geometry nodes for scatter; see geometry-nodes skill.
**Interior:**
**Exterior:**
| Detail | Narrative Signal | |--------|------------------| | Peeling paint | Neglect, age | | Barricades | Conflict, danger | | Personal items | Former inhabitants | | Damage patterns | Event history | | Lighting state | Occupied vs abandoned |
1. Create modular pieces with exact dimensions via MCP 2. Set up collection instances for kit preview 3. Scatter vegetation via geometry nodes (MCP) 4. Query total scene polycount 5. Organize export collections by kit type
| Topic | Reference | Load When | |-------|-----------|-----------| | Modular kit design | `references/modular-kits.md` | Kit creation | | Composition | `references/composition.md` | Scene layout | | Pipeline | `../references/asset-pipeline.md` | Phase context |
| Style | Approach | |-------|----------| | horror-style | Claustrophobic corridors; sparse lighting | | lowpoly-style | Large flat shapes; minimal modules | | stylized-style | Exaggerated proportions; bold colors | | realistic-style | High detail hero; scanned textures |
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…