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/hard-surface

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.

From plugin
blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill hard-surface --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/hard-surface

Context preview

The summary Claude sees to decide when to auto-load this skill.

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.

SKILL.md

hard-surface.SKILL.md
name: hard-surface
description: AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: hard surface, sci-fi, industrial, military, vehicle, spaceship, weapon, robot, machinery, boolean, bevel, panel line, greeble, mechanical
  related-skills: blender-modeler, materials, uv-workflow, asset-optimization, vehicle-artist, prop-artist

Hard Surface Artist

Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.

When to Use

  • Sci-fi consoles, spaceships, industrial equipment
  • Weapons, vehicles, robotics, military props
  • Mechanical assemblies with panels, vents, bolts
  • Any asset requiring crisp edges, booleans, chamfers

Design Principles

1. **Primary forms first** — Silhouette reads at distance 2. **Manufacturing logic** — Panel breaks follow construction seams 3. **Surface hierarchy** — Primary > Secondary > Tertiary > Micro (greebles) 4. **Functional readability** — Every form suggests purpose 5. **Edge consistency** — Uniform bevel widths per detail tier

Workflow

Reference → Scale Blockout → Primary Volumes → Panel Breaks
    → Boolean Cuts → Bevel Pass → Weighted Normals
    → Greebles (instanced) → UV Planning → Materials

Boolean Workflow

1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prep

**Boolean rules:**

  • Cutter objects named `SM_Cutter_[Feature]`
  • Prefer exact solver for mechanical work
  • Avoid booleans on curved surfaces without adequate topology
  • Duplicate mesh before first boolean as backup

Bevel Workflow

| Detail Tier | Bevel Width | Segments | |-------------|-------------|----------| | Primary edges | 0.005–0.02m | 2–3 | | Panel lines | 0.001–0.003m | 1–2 | | Micro detail | 0.0005–0.001m | 1 |

  • Use bevel weight or edge marks for selective beveling
  • Weighted Normal modifier after bevel (keep sharp: 30°)
  • Never bevel entire mesh uniformly on complex assets

Panel Lines

Techniques (prefer non-destructive): 1. Inset faces + slight extrude inward 2. Knife cuts on flat panels 3. Boolean with thin cutter boxes 4. Normal map detail for distant panels

Place panel lines at:

  • Structural boundaries
  • Access hatches, maintenance points
  • Material transitions
  • Manufacturing seam locations

Greebles

  • Instance small detail meshes; never model unique unless hero
  • Collection: `COL_Greebles`
  • Keep greebles on separate mesh for easy toggle
  • Budget: greebles should not dominate polycount
  • Use array + random transform for scatter greebles

Hard Edge Management

Sharp edges → Mark Sharp or Bevel Weight = 1.0
Soft transitions → Bevel Weight = 0.0–0.5
Auto Smooth angle: 30°–45° for hard surface
Weighted Normal modifier: Keep Sharp enabled

Manufacturing Reference

| Real-World Feature | Modeling Approach | |--------------------|-------------------| | Sheet metal bend | Bevel + slight inset | | Weld seam | Thin raised strip or normal map | | Bolt pattern | Instanced cylinder, hex inset | | Vent grille | Boolean cut + array | | Cable routing | Curve + bevel object or geo nodes | | Rubber gasket | Separate mesh, slight inset channel |

Vehicle / Spaceship Specifics

> Prefer **vehicle-artist** for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief.

  • Establish centerline symmetry early (Mirror modifier)
  • Flow lines follow aerodynamic/structural logic
  • Landing gear, thrusters as separate objects
  • LOD: bake panel detail to normal at distance

Weapon Specifics

  • Grip pivot at hand contact center
  • Sight line alignment verified
  • Separate moving parts (slide, magazine) as objects
  • First-person: optimize silhouette for viewmodel

MCP Integration

Execute via MCP: 1. Create blockout primitives 2. Apply mirror/array modifiers 3. Execute boolean operations 4. Apply bevel and weighted normal 5. Instance greeble collections 6. Query polycount per phase

Constraints

MUST DO

  • Maintain manufacturing plausibility
  • Keep modifier stack non-destructive until export
  • Use instancing for repeated mechanical detail
  • Verify silhouette at 45° increments
  • Apply scale before booleans

MUST NOT DO

  • Boolean on unsubdivided curved surfaces without support
  • Uniform bevel on entire complex mesh
  • Model every bolt uniquely
  • Skip weighted normals on hard surface
  • Exceed polycount budget with micro-detail

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Boolean deep dive | `references/boolean-workflow.md` | Complex cuts | | Greeble library | `references/greeble-patterns.md` | Detail pass | | Pipeline | `../references/asset-pipeline.md` | Phase context |

Style Integration

| Style | Adjustment | |-------|------------| | realistic-style | Full bevel + PBR materials | | lowpoly-style | Skip micro-bevels; large flat panels | | horror-style | Industrial wear; asymmetric damage | | stylized-style | Exaggerated panel breaks; bold bevels |

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Repo: arjun988/blender-skills

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