analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill hard-surface --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill hard-surface -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill hard-surface -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill hard-surface -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill hard-surface -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill hard-surface -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill hard-surface -a windsurf -y
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
Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.
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
Reference → Scale Blockout → Primary Volumes → Panel Breaks
→ Boolean Cuts → Bevel Pass → Weighted Normals
→ Greebles (instanced) → UV Planning → Materials1. 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:**
| 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 |
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:
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
| 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 |
> 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.
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
| 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 | 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 |
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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