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/isometric-style

Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill isometric-style --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/isometric-style

Context preview

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

Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.

SKILL.md

isometric-style.SKILL.md
name: isometric-style
description: Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: isometric, iso camera, diorama, strategy game, tile asset, orthographic iso, city builder view
  related-skills: camera-cinematography, environment-artist, lowpoly-style, scene-assembly, rendering

Isometric Style

Readable dioramas. True iso framing. Tile-aware assets.

When to Use

  • Strategy / sim / city-builder assets
  • Isometric diorama renders
  • Orthographic hero presentations

Camera Setup

Camera type: Orthographic
Rotation: typically 54.736° / 30° patterns (true iso) OR project-specific dimetric
Scale: frame subject with padding for UI
CAM_Iso_[Shot]

Match project’s exact iso angles — do not invent per asset.

Asset Rules

1. **Readable from iso angle first** — Not perspective hero camera 2. **Tile footprint** — Document cell size (e.g. 1×1, 2×2) 3. **Height clarity** — Vertical read without confusion 4. **Edge contrast** — Separate from ground plane 5. **LOD for dense maps** — Far tiles cheaper

Modeling

  • Avoid detail only visible from ground FPS view
  • Strong top/side planes
  • Anchor pivot to tile corner or center per kit standard

Presentation

  • Soft key + cool fill common for dioramas
  • Slight AO / ground shadow for lift
  • Optional `compositing` grade for portfolio

Constraints

MUST DO

  • Lock camera angle for the set
  • Document tile size and pivot rule
  • Check readability at game ortho scale

MUST NOT DO

  • Detail undersides invisible in iso
  • Mix perspective cameras into iso kits without reason

Reference Guide

| Topic | Reference | Load When | |-------|-----------|----------| | Iso Camera | `references/iso-camera.md` | When needed | | Tile Footprints | `references/tile-footprints.md` | When needed |

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Ships withblender-skills

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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2mo ago
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Repo: arjun988/blender-skills

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